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INDONESIA
Educatoria : Jurnal Ilmiah Ilmu Pendidikan
ISSN : 2808361X     EISSN : 28082699     DOI : https://doi.org/10.36312/educatoria
Core Subject : Education, Social,
Educatoria : Jurnal Ilmiah Ilmu Pendidikan (E : JIIP), is a scientific journal that contains and disseminate the results of research, in depth study, and the ideas or innovative work in the field of science education. The innovative work of the S1, S2, and S3 students, teachers and lecturers of the development of the education sector which is able to make a positive contribution to the schools and educational institutions the focus of this journal.
Articles 7 Documents
Search results for , issue "Vol. 3 No. 2 (2023): April" : 7 Documents clear
Implementasi Model Pembelajaran Teams Games Tournament untuk Meningkatkan Hasil Belajar Kognitif PKn Siswa Kelas V SD Usman, Usman
Educatoria : Jurnal Ilmiah Ilmu Pendidikan Vol. 3 No. 2 (2023): April
Publisher : Lembaga Pendidikan, Penelitian, dan Pengabdian Kamandanu

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.36312/educatoria.v3i2.166

Abstract

This study aims to improve the cognitive learning outcomes of Civics students in class V SD Negeri 3 Rarang Selatan, Terara District, East Lombok Regency for the 2017/2018 academic year, using a cooperative learning model of the Teams Games Tournament (TGT) type. This type of research is Classroom Action Research (CAR), with the research subject being fifth grade students of SD Negeri 3 Rarang Selatan, totaling 38 students, namely 25 male students and 13 female students. The research approach used is a qualitative and quantitative approach. The research design uses a research model from Kemmis & Mc. Taggart. Data collection techniques using observation sheets (observations) and tests. The data analysis technique used is the observation sheet of lesson plan implementation and cognitive learning outcomes tests. Based on the results of the study, it was found that the cognitive learning outcomes of students increased from cycle I to cycle II. At the end of cycle I as many as 20 students (52.63%) achieved learning completeness, while the final results of cycle II 31 students achieved learning mastery of (81.58%). From cycle I to cycle II there was an increase in achievement value of (28.95%). Thus it can be concluded that by applying the Teams Games Tournament (TGT) learning model it can improve the cognitive learning outcomes of Class V students at SD Negeri 3 Rarang Selatan for the 2017/2018 Academic Year, especially in organization material.
Pengaruh Model Student Teams Achievement Divisions Terintegrasi Crossword Puzzle terhadap Motivasi dan Hasil Belajar Kognitif Siswa Mirawati, Mirawati
Educatoria : Jurnal Ilmiah Ilmu Pendidikan Vol. 3 No. 2 (2023): April
Publisher : Lembaga Pendidikan, Penelitian, dan Pengabdian Kamandanu

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.36312/educatoria.v3i2.171

Abstract

Based on the results of initial observations at SMA Negeri 1 Praya Timur, Central Lombok Regency, it was found that students were still less motivated to be active in the learning process, such as lack of student readiness to start lessons, less attention to the teacher while teaching in class, less enthusiastic in learning, and a lack of curiosity when the teacher explains the subject matter. These things are because not all teachers apply appropriate and varied learning strategies, methods and models in learning activities, especially in biology lessons. Learning that takes place in the classroom is still teacher-centered, resulting in students becoming passive because they only tend to listen, pay attention, and take notes on the explanations given by the teacher. This has an impact on students' cognitive learning outcomes. The purpose of this study was to determine "The Effect of the Integrated Crossword Puzzle Student Teams Achievement Divisions Model on Students' Motivation and Cognitive Learning Outcomes" for class XI at SMA Negeri 1 Praya Timur in the 2016/2017 academic year. This type of research is a quasi-experimental research. The population in this study were all students of class XI IPA totaling 91 students. The sampling technique was purposive sampling, in order to obtain research samples, namely class XI IPA 3 as the experimental class, and class XI IPA 2 as the control class. The instruments used in this study were observation sheets of lesson plans implementation, observation sheets of student motivation, and tests of students' cognitive learning outcomes. The data analysis technique used the t-test with the help of SPSS 16 for windows at a significance level of 5%. Based on the results of the research that has been carried out, it is stated that: 1) there is an increase in student motivation by applying the Student Teams Achievement Divisions (STAD) integrated crossword puzzle model with a percentage of the experimental class of 78% and the control class of 75%; and 2) there is an influence of the integrated crossword puzzle Student Teams Achievement Divisions (STAD) model on students' cognitive learning outcomes with a significance value of 0.02 <0.05. Thus it was concluded that the integrated crossword puzzle Student Teams Achievement Divisions (STAD) model had an effect on students' cognitive learning outcomes.
Penerapan Metode Sosio Drama untuk Meningkatkan Hasil Belajar PKn pada Materi Sistem dan Dinamika Demokrasi Pancasila Siswa Kelas XI-MIA 1 SMA Sugianto, Sugianto
Educatoria : Jurnal Ilmiah Ilmu Pendidikan Vol. 3 No. 2 (2023): April
Publisher : Lembaga Pendidikan, Penelitian, dan Pengabdian Kamandanu

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.36312/educatoria.v3i2.173

Abstract

This study aims to determine the application of the Socio Drama Method to Improving Civics Learning Outcomes in the System and Dynamics of Pancasila Democracy Material for Class XI-MIA 1 Odd Semester Students of SMA Negeri 1 Sekotong in the 2017/2018 Academic Year. This type of research is Classroom Action Research (CAR). The subjects in this study were 20 students who had problems in Civics lessons whose learning outcomes did not meet the minimum completeness criteria (KKM) taken from class XI-MIA 1. The object involved in this study was Civics learning outcomes. After the data is collected, then analyzed with quantitative descriptive analysis. The results of the data analysis showed that the average increase in Civics learning outcomes from pre-cycle to cycle I was 2.03 points, pre-cycle to cycle II was 12.53 points, and cycle I to cycle II was 10.50 points. Based on the results of the data analysis, it can be concluded that the application of the socio-drama method can improve Civics learning outcomes in the System and Dynamics of Pancasila Democracy Material for Class XI-MIA 1 Odd Semester Students of SMA Negeri 1 Sekotong for the 2017/2018 Academic Year.
Penerapan Metode Pemberian Tugas Melalui Media Powerpoint untuk Meningkatkan Motivasi dan Hasil Belajar PKn Siswa Kelas XI-MIA 1 pada Pembelajaran Daring di SMA Sugianto, Sugianto
Educatoria : Jurnal Ilmiah Ilmu Pendidikan Vol. 3 No. 2 (2023): April
Publisher : Lembaga Pendidikan, Penelitian, dan Pengabdian Kamandanu

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.36312/educatoria.v3i2.174

Abstract

This research was carried out with the aim of increasing the motivation and learning outcomes of Civics in online learning for students of class XI-MIA 1 at SMA Negeri Sekotong, West Lombok Regency, odd semester of the 2020/2021 academic year through PowerPoint media. This type of research is Classroom Action Research (CAR). The subjects were students of class XI-MIA 1 at SMA Negeri Sekotong, West Lombok Regency, in the odd semester, with a total of 22 students. Classroom Action Research Design (CAR) uses the Kemmis & Mc.Taggart model which includes planning, action, observation, and reflection. Data collection techniques using observation and tests. The data analysis technique used is descriptive quantitative and qualitative. The results showed that there was an increase in Civics learning outcomes, this can be seen from the KKM completeness of pre-action students and each cycle the average result of the observations in cycle I was 75.18 in the sufficient category, while cycle II was 76.61 in the good category and experienced an increase . According to the success indicators set, the classical completeness criteria at XI-MIA 1 Sekotong State Senior High School, West Lombok Regency is ≥76. In the initial data, classical learning completeness was an average of 75, then the average in the first cycle was 75.18 and in the second cycle it became 76.71. While individual completeness in the initial data of students who were able to fulfill KKM ≥ 75 were only 16 people (57.14%), while in cycle I there were 28 students (64.29%), then in cycle II it became 28 students (85, 71%). Thus, it can be concluded that online learning using PowerPoint media can increase the motivation and learning outcomes of students' Civics.
Meningkatkan Motivasi dan Kemampuan Menulis Recount Text dengan Metode Picture Series bagi Siswa Kelas VIII-8 Suaidi, Suaidi
Educatoria : Jurnal Ilmiah Ilmu Pendidikan Vol. 3 No. 2 (2023): April
Publisher : Lembaga Pendidikan, Penelitian, dan Pengabdian Kamandanu

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.36312/educatoria.v3i2.178

Abstract

The fact of teaching recount text is currently quite far from the goal. This is the background of the research. Therefore, the picture series method was applied. This study aims to describe and analyze the process of teaching English. The population in this study were all students of class VIII-8 MTs. Negeri 1 Mataram, Mataram City. While the sample in this study were 34 students of class VIII-8 MTs. Negeri 1 Mataram. This type of research is classroom action research (CAR) using a qualitative approach. The data collection techniques for this research are observation, questionnaires, and documentation. The results showed that the teaching and learning process was quite boring and the application of picture series as a teaching method changed the teaching environment. Students become more active and the good impact of this condition is that the evaluation results increase. This is known from the evaluation results starting from the pre-cycle to cycle I and cycle II. The average value of students is 78.00 (did not pass individual and classical), 81.29 (passed individual not classical), and 91.00 (passed individual and classical).
Meningkatkan Aktifitas dan Keterampilan Interaksi Transaksional Lisan (Speaking) Melalui Penerapan Model Role Play pada Materi Nama Hari, Bulan, dan Waktu bagi Siswa Kelas VII Suaidi, Suaidi
Educatoria : Jurnal Ilmiah Ilmu Pendidikan Vol. 3 No. 2 (2023): April
Publisher : Lembaga Pendidikan, Penelitian, dan Pengabdian Kamandanu

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.36312/educatoria.v3i2.177

Abstract

This research was conducted because the value of English was far from the specified Madrasah Maximum Completeness Criteria (KKM). Against the background of the low value of the English language, this research was conducted with the aim of increasing the activity of English speaking transactional interaction skills on the material names of days, months and times by using the role play model. This research was conducted from September to November 2017, taking place in class VII-8 MTs. Negeri 1 Mataram, Mataram City. This type of research is Classroom Action Research (CAR) with two cycles consisting of two meetings in one cycle, each cycle consisting of planning, implementing, observing and reflecting. Data collection techniques and tools in this study used descriptive analysis techniques for data in the form of student performance scores and observation sheets. The results showed that with the activity role play model and students' oral transactional interaction skills increased, that is, from the results of cycle I to Cycle II there was an increase where in cycle I the number of students who received a complete score was 23 students or 67.65%, the score was incomplete on cycle I was 11 students or 32.35%, while in cycle II there was an increase in the pass score, namely, to 23 students or 85.29% there was an increase of 17.64%. It was concluded that the role play model can improve English spoken transactional interaction skills.
Pengaruh Model Pembelajaran Meaningful Instructional Design terhadap Motivasi dan Hasil Belajar Kognitif Siswa Anggraini, Harsini Dwi
Educatoria : Jurnal Ilmiah Ilmu Pendidikan Vol. 3 No. 2 (2023): April
Publisher : Lembaga Pendidikan, Penelitian, dan Pengabdian Kamandanu

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.36312/educatoria.v3i2.207

Abstract

Problems in learning that have been identified from observation activities at Praya 4 Public Middle School, namely, the lack of student motivation in learning so that it has an impact on students' cognitive learning outcomes. This study aims to: 1) determine the effect of the Meaningful Instructional Design (MID) learning model on the motivation of Grade VIII students of SMP Negeri 4 Praya Barat Daya; and 2) knowing the influence of the Meaningful Instructional Design (MID) learning model to improve the cognitive learning outcomes of students at SMP Negeri 4 Praya Barat Daya. This type of research is quasi-experimental (quasi-experimental), the approach used is a quantitative approach and a qualitative approach in the form of only posttest control group design. Sampling was carried out using the total population sample technique. The sample used in this study was 26 students for the experimental class, and 25 students for the control class. The data collection technique uses observation sheets on the implementation of lesson plans, motivational questionnaires and cognitive learning outcomes tests on excretory system material in humans. The motivational questionnaire data analysis technique and cognitive learning outcomes were analyzed using the t-test with the help of SPSS 16. Based on the results of the data analysis showed that, the calculation results obtained the percentage of implementation of lesson plans for the experimental class at meeting I was 77% and at meeting II was 92%. Whereas in the control class at the first meeting the percentage was 53% and at the second meeting it was 84%. Then, the results of the calculation of students' learning motivation in the experimental class were 72% and the control class was 71%. As for the average post-test results in the experimental and control classes respectively, namely 68 and 65, with a significance level of 5% or 0.395 > 0.05, it can be concluded that the null hypothesis (H0) in this study is accepted and the alternative hypothesis (Ha) rejected, which means that there is no effect of the meaningfull instructional design learning model on the cognitive learning outcomes of class VIII students at SMP Negeri 4 Praya Barat in the 2018/2019 academic year.

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