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Gregorius Sebo Bito
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+6281246627659
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Program Studi PGSD Universitas Flores Kampus II Universitas Flores Jln. Samratulangi, Kelurahan Paupire, Ende, Flores, NTT
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INDONESIA
Prima Magistra: Jurnal Ilmiah Kependidikan
Published by Universitas Flores
ISSN : 27218112     EISSN : 27224899     DOI : https://doi.org/10.37478/jpm
Core Subject : Education,
Prima Magistra : Jurnal Ilmiah Kependidikan merupakan jurnal ilmiah yang menerbitkan artikel-artikel hasil penelitian dan kajian dari Dosen, Peneliti, Guru dan Mahasiswa dari seluruh Indonesia. Fokus dan ruang lingkup artikel yang diterbitkan oleh Prima Magistra: Jurnal Ilmiah Kependidikan adalah hasil penelitian dan kajian tentang : Pendidikan Dasar, Pendidikan Menengah, Pendidikan Tinggi (Pendidikan Guru Sekolah Dasar, Pendidikan Dasar (S2 dan S3)), Pendidikan Karakter berbasis Pendidikan Agama dan PPKn, Pendidikan Non formal, Pendidikan Informal, Pendidikan Anak Berkebutuhan Khusus, dan Pendidikan Kewirausahaan.
Articles 279 Documents
PENGEMBANGAN MEDIA PERMAINAN LUKER PADA MUATAN PEMBELAJARAN PPKN KELAS V SEKOLAH DASAR Zulfa Ika Putri; Otib Satibi Hidayat; Dudung Amir Soleh
Prima Magistra: Jurnal Ilmiah Kependidikan Vol. 3 No. 2 (2022): Volume 3 Nomor 2 Tahun 2022
Publisher : Program Studi PGSD Universitas Flores

Show Abstract | Download Original | Original Source | Check in Google Scholar | Full PDF (1446.222 KB) | DOI: 10.37478/jpm.v3i2.1696

Abstract

This research and development produce to develop learning media in the form of the LUKER game (Ludo Keragaman) in PPKn content with socio-cultural diversity material for fifth grade elementary school students. The method used in this research is research and development (R&D) is ADDIE model. This study involved one media expert, one material expert, one linguist, three students on fifth grade at SDN Tugu Utara 17 for one to one trial, and twelve students on fifth grade at SDN Tugu Utara 17 for small group trial. Data collection techniques used in the development of this ludo game are interviews, observations, and questionnaires. The results of this ludo game media trial obtained a score of 85% from media experts, 92.5% from material experts, and 87.5% from linguists. The results of the one-to-one user trial got an average score of 100%, while the small group trial got an average score of 100%. This shows that the LUKER game media obtained a very good score, so that it was declared worthy of being used as a learning media for PPKn theme 8 (Lingkungan Sahabat Kita) for fifth grade elementary school.
GEOMATH SEBAGAI APLIKASI PENGENALAN BAGUN DATAR BAGI SISWA SEKOLAH DASAR Shinta Dwi Handayani; Ari Irawan
Prima Magistra: Jurnal Ilmiah Kependidikan Vol. 3 No. 2 (2022): Volume 3 Nomor 2 Tahun 2022
Publisher : Program Studi PGSD Universitas Flores

Show Abstract | Download Original | Original Source | Check in Google Scholar | Full PDF (1335.517 KB) | DOI: 10.37478/jpm.v3i2.1721

Abstract

The purpose of this research is to create an android-based application that can help students to more easily understand material related to flat shapes. Students are expected to be able to maximize the use of smartphones as a support for learning activities carried out. The method used in this research is research and development (RnD) with the ADDIE approach. There are two stages of adaptation carried out in this research, namely analysis of needs and analysis of curriculum. The media step is design, which is to design with the help of paint and make a storyboard of the application as well as a flowchart of the proposed running system. The third step is the development stage by entering data in android studio as software used in application development. The next step, namely implementation and evaluation, has not yet been carried out because currently research activities are still in the application development stage. The results of this research are in the form of application development that has been made by displaying several screen displays that will appear on Android. Currently, research activities are still in the validation stage by material and instructional media design experts.
PENGARUH PELAKSANAAN PEMBELAJARAN TATAP MUKA TERBATAS BERBASIS KONTEKSTUAL PADA PEMBELAJARAN BIOLOGI TERHADAP HASIL BELAJAR PESERTA DIDIK Satriani Satriani
Prima Magistra: Jurnal Ilmiah Kependidikan Vol. 3 No. 2 (2022): Volume 3 Nomor 2 Tahun 2022
Publisher : Program Studi PGSD Universitas Flores

Show Abstract | Download Original | Original Source | Check in Google Scholar | Full PDF (1299.567 KB) | DOI: 10.37478/jpm.v3i2.1746

Abstract

Indonesia is one of the countries that has an impact on the occurrence of the COVID-19 pandemic. Aspects of life are also disrupted because this has no impact on the education aspect.. As a result, learning in schools, which were usually done offline, is now being done online. However, since July 2021 through a decree from the Minister of Education and Culture, limited face-to-face learning (PTM) has been implemented. This study aims to determine the effect of the implementation of contextual-based limited face-to-face learning on Biology learning on the learning outcomes of students in class X IPA MA Pest Al Qamar. This research uses ex post facto research. Data collection techniques using questionnaires to see the implementation of contextual-based face-to-face learning and documentation to see student learning outcomes. The results obtained are the implementation of contextual-based limited face-to-face learning has been carried out very well with an average score of 3.69, and student learning outcomes are in the good category with an average score of 3.14. The results of statistical correlation analysis obtained the value of r2 of 0.446 or 44.6%. Based on these results, it can be concluded that there is an effect of implementing contextual-based limited face-to-face learning with biology learning outcomes for Class X IPA MA Pest Al Qamar.
ANALISIS KETERAMPILAN PROSES SAINS MAHASISWA PENDIDIKAN BIOLOGI PADA KEGIATAN PRAKTIKUM MIKROBIOLOGI Anita H
Prima Magistra: Jurnal Ilmiah Kependidikan Vol. 3 No. 2 (2022): Volume 3 Nomor 2 Tahun 2022
Publisher : Program Studi PGSD Universitas Flores

Show Abstract | Download Original | Original Source | Check in Google Scholar | Full PDF (1000.282 KB) | DOI: 10.37478/jpm.v3i2.1765

Abstract

This research is a type of qualitative research, aiming to assess the level of science process skills possessed by students majoring in biology education at the Higher Education Teacher Training Institute, Turatea Jeneponto College Foundation. The research method used is observation of the implementation of microbiology practicum activities carried out by Biology Education Department Students for the 2020/2021 Academic Year as many as 17 students using microbiology practicum guides based on science process skills that have been developed previously and assessment of practicum reports by each practitioner as well as scientific process skill observation sheet that has been validated. The analysis technique used includes the data collection stage using an assessment format for student trainees which contains 8 skill items, namely observing, classifying, interpreting, predicting, asking questions, conducting experiments, hypotheses and communicating experimental results. The next stage is data reduction, data display using descriptive statistics in the form of tables, triangulation and drawing conclusions. The results of the study provide an illustration that in the implementation of microbiology practicum activities, science process skills students of the Department of Biology Education, Higher Education Teacher Training Institute, Turatea Jeneponto College Foundation, on average, show a sufficient category with an average score of 52.50.
ANALISIS KEMAMPUAN PEMAHAMAN MATEMATIKA SISWA SMP MENGGUNAKAN PEMBELAJARAN DARING BERBASIS GOOGLE MEET Nika Fetria Trisnawati; Muhammad Fathurrahman; Diana Maria Basna
Prima Magistra: Jurnal Ilmiah Kependidikan Vol. 3 No. 2 (2022): Volume 3 Nomor 2 Tahun 2022
Publisher : Program Studi PGSD Universitas Flores

Show Abstract | Download Original | Original Source | Check in Google Scholar | Full PDF (1057.079 KB) | DOI: 10.37478/jpm.v3i2.1773

Abstract

The implementation of learning from home requires teachers and schools to find alternatives to face-to-face learning with online learning. Of the several applications that can be used to support online learning, one of them is Google Meet. This study aims to analyze students' mathematical understanding abilities after doing online learning based on Google Meet. This study aims to analyze students' mathematical understanding abilities after doing online learning based on Google Meet. This research is a qualitative descriptive study that focuses on analyzing the ability to understand mathematics. The instruments used to collect data are test questions and questionnaires. The ability to understand mathematics is analyzed based on the concept of understanding according to Bloom's taxonomy, namely translation, interpretation, and extrapolation. From the results of the study, it was found that the highest level of student understanding was on the translation indicator and the lowest was on the extrapolation indicator with high-ability students having a good understanding of mathematics and students with low abilities not being able to understand mathematics learning given online.
PENGGUNAAN MEDIA PEMBELAJARAN AKSI (ANIMASI KISAH SURI TELADAN NABI) UNTUK MENUMBUHKAN NILAI MORAL SISWA KELAS IV SEKOLAH DASAR Juliana Marchela; Lia Fitriani Trengganis; Wahyu Septi Angga; Ani Nur Aeni
Prima Magistra: Jurnal Ilmiah Kependidikan Vol. 3 No. 3 (2022): Volume 3 Nomor 3 Tahun 2022
Publisher : Program Studi PGSD Universitas Flores

Show Abstract | Download Original | Original Source | Check in Google Scholar | Full PDF (966.115 KB) | DOI: 10.37478/jpm.v3i3.1801

Abstract

Almost all schools have held online learning since the Covid-19 pandemic. The lack of interaction between teachers and students during learning activities is exacerbated by distance learning. The purpose of this study was to determine the use of AKSI learning media in growing the moral values of fourth grade elementary school students. The D&D (Design and Development) model is used in this study. Fourth grade elementary school teachers and students were used to test the product. The majority of students gave a “good” evaluation product, according to the results. Thus, fourth grade elementary school children can use the AKSI learning media to instill moral values, and teachers who have difficulty delivering teaching materials can use it to improve the delivery of information on teaching materials.
PENGARUH PEMBELAJARAN PENGAJUAN MASALAH PADA PEMAHAMAN KONSEP MATEMATIKA DAN KETERAMPILAN BERPIKIR KRITIS UNTUK SISWA KELAS 8 Suci Nurhandayani
Prima Magistra: Jurnal Ilmiah Kependidikan Vol. 3 No. 4 (2022): Volume 3 Nomor 4 Tahun 2022
Publisher : Program Studi PGSD Universitas Flores

Show Abstract | Download Original | Original Source | Check in Google Scholar | Full PDF (1187.977 KB) | DOI: 10.37478/jpm.v3i4.1826

Abstract

The purpose of this study was to determine the effect of problem-posing learning on understanding mathematical concepts and critical thinking skills of grade 8 students. Research design used a quasi-experimental design with pretest-posttest nonequivalent control group design. .T-test was used to determine the effect of understanding mathematical concepts, while to determine the effect of students' critical thinking skills was a non-parametric of Mann Whitney test.  Results of study reported that percentage of the average N-Gain value for understanding mathematical concept of an experimental class was 31.47 and control class was 24.40, while the average percentage of the N-Gain value of students' critical thinking skills in an experimental class was 27.11 and the control class was 12.76.  The results show the effect of understanding mathematical concepts and students' critical thinking skills. Other results showed that students' responses who received problem-posing learning was 64.21% better than the class that received conventional learning. Student’s activities who study by posing problems are more active with an average of 62.51% compared to students who study conventionally with an average of 36.25%.
PENGEMBANGAN VIDEO PEMBELAJARAN MATEMATIKA BERBANTUAN VEGAS PRO 13 UNTUK MENINGKATKAN PRESTASI BELAJAR SPLTV SISWA MADRASAH ALIYAH Saifullah Saifullah
Prima Magistra: Jurnal Ilmiah Kependidikan Vol. 3 No. 3 (2022): Volume 3 Nomor 3 Tahun 2022
Publisher : Program Studi PGSD Universitas Flores

Show Abstract | Download Original | Original Source | Check in Google Scholar | Full PDF (1044.744 KB) | DOI: 10.37478/jpm.v3i3.1827

Abstract

This study aims to (1) describe the process of developing learning video media (2) describe the feasibility of video-based learning media, and (3) describe the improvement of student learning achievement outcomes with learning video media on the subject matter of SPLTV. The type of research used is development research (R&D) with the ADDIE development model and one group pretest postest research design that produces products in the form of learning video media. The technique of data collection in this study used questionnaires, pre-test and post-test results, and interviews. The resulting data are analyzed quantitatively and descriptively qualitatively.The results of this study are, (1) the product development process that has been generated from this research and development is obtained through several processes, namely product manufacturing, product validation, revision, and field trials, (2) the feasibility of learning video media media can be seen from the validity of media experts 84.71% and material experts 78.33%, 71.54% practicality from practitioners / teachers, 83.03% effectiveness of product trials and 80% of the ministry of field trials, thus the learning video media including valid, feasible, practical, effective and interesting categories used, (3) student learning achievement results increased as evidenced by pre-test results that originally got a result of 50.97 then in post-test results increased to 60.28.
PENGEMBANGAN APLIKASI ISLAMIC EDUCATION FOR KIDS DALAM MENUMBUHKAN AKHLAQUL KARIMAH SISWA KELAS III SEKOLAH DASAR Dheliati Fikriyah; Hanifah Aulia Rachmah; Trianti Khoerunnisa; Ani Nur Aeni
Prima Magistra: Jurnal Ilmiah Kependidikan Vol. 3 No. 3 (2022): Volume 3 Nomor 3 Tahun 2022
Publisher : Program Studi PGSD Universitas Flores

Show Abstract | Download Original | Original Source | Check in Google Scholar | Full PDF (1003.904 KB) | DOI: 10.37478/jpm.v3i3.1828

Abstract

Deviations in character in children today often occur. Various actions that do not reflect a good personality and even criminal acts committed by children are often found through television shows or social media. This of course needs to be followed up through character education. Character education in elementary schools has actually been carried out in school activities both through subjects and outside subjects with the aim of creating students who have noble character. At elementary school, games are very interesting for children. In addition, at elementary school age children begin to be interested in the use of electronic devices. In line with this, the application of Islamic Education for Kids is an appropriate medium to be used in character learning with the aim of improving the morals of students. The target users of this application are grade 3 elementary school students. The method used is the Design and Development (D&D) method. From the test results, users feel the benefits of this Islamic Education for Kids. By using this application, teachers can monitor and evaluate student learning outcomes through the features in the application
UPAYA MENINGKATKAN PRESTASI BELAJAR IPA SISWA KELAS IV SDI NGALUPOLO ENDE DENGAN METODE PENEMUAN TERBIMBING Natalia Pankrasia
Prima Magistra: Jurnal Ilmiah Kependidikan Vol. 3 No. 3 (2022): Volume 3 Nomor 3 Tahun 2022
Publisher : Program Studi PGSD Universitas Flores

Show Abstract | Download Original | Original Source | Check in Google Scholar | Full PDF (814.36 KB) | DOI: 10.37478/jpm.v3i3.1831

Abstract

Every elementary school student has a high curiosity. Therefore, this curiosity must continue to be fostered in science learning. However, it was found that the fourth grade students of SDI Ngalupolo did not show good science learning outcomes. Students' curiosity needs to be used in learning by using the guided discovery method so that science learning achievement can be improved. The purpose of this study was to improve the science learning achievement of Class IV SDI Ngalupolo students using guided discovery learning through classroom action research (CAR). CAR is carried out in 3 cycles where each cycle consists of planning, implementation, evaluation and reflection. Data were collected using teacher observation sheets, student observation sheets and tests. The results showed that student achievement increased from cycle I to cycle III, namely, cycle I (63.75%), cycle II (70%), cycle III (80%). Thus the guided discovery learning method can improve the learning achievement of Class IV SDI Ngalupolo students.

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