cover
Contact Name
Aslan
Contact Email
adibaaishaamira@gmail.com
Phone
+6285245268806
Journal Mail Official
adibaaishaamira@gmail.com
Editorial Address
Dusun Tanjung Mentawa, RT 003, RW 002, Desa Tanjung Mekar, Kab. Sambas, Provinsi Kalimantan Barat, 79411
Location
Kab. sambas,
Kalimantan barat
INDONESIA
JURNAL PENDIDIKAN DAN KEGURUAN
Published by CV. Adiba Aisha Amira
ISSN : -     EISSN : 29863295     DOI : -
Core Subject : Education,
Jurnal ini memfokuskan kepada hal-hal yang berkaitan dengan bidang ilmu pendidikan dengan scop pendidikan dasar, menengah, pendidikan luar sekolah pendidikan tinggi, assessment pembelajaran, kurikulum pendidikan, filosofi pendidikan dan topik lainnya yang berkaitan dengan pendidikan.
Articles 5 Documents
Search results for , issue "Vol. 1 No. 1 (2023)" : 5 Documents clear
KURIKULUM PENDIDIKAN AGAMA ISLAM DI SEKOLAH DASAR Aslan Aslan
JURNAL PENDIDIKAN DAN KEGURUAN Vol. 1 No. 1 (2023)
Publisher : CV. ADIBA AISHA AMIRA

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Abstract

Content standards are the scope of material and competency levels to achieve graduate competence at certain levels and types of education, which are outlined in the graduation competency criteria, study material competencies, subject competencies and learning syllabus. Graduate competency standards are qualifications for graduate abilities that include knowledge, attitudes and skills. The curriculum is developed according to the educational unit, the potential and characteristics of the area as well as the socio-culture of the local community and students.
PENDEKATAN PLAY THERAPY DENGAN MENGGUNAKAN PERMAINAN TRADISIONAL PADA ANAK YANG KURANG BERSOSIALISASI (STUDI KASUS PADA KLIEN “R” DI DESA BULANG KECAMATAN BELIMBING Yusi Kartika; Komaruddin Komaruddin; Neni Noviza
JURNAL PENDIDIKAN DAN KEGURUAN Vol. 1 No. 1 (2023)
Publisher : CV. ADIBA AISHA AMIRA

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Abstract

This thesis is entitled "The Play Therapy Approach Using Traditional Games for Less Socialized Children (Case Study on Client "R" in Bulang Village, Belimbing District)". The purpose of this study was to determine the social skills of client "R" before carrying out play therapy with traditional game techniques, to determine the process of implementing play therapy and to determine the sociability of client "R" after implementing play therapy using traditional games. This study uses qualitative research with a case study method. The data collection techniques are observation, interviews and documentation. The data analysis described by Robert K.Yin is pattern matching, explanation making and time series analysis. Research results 1) Client "R" includes children who are shy and quiet, the attitude of client "R" acts indifferent to the environment, has experienced rejection when playing and spends too much time playing gadgets, client "R" behaves aggressively towards himself, inferior, emotional instability and difficulty establishing communication. 2) Implementation of Relating (approaching process), Releasing (expressing client's thoughts and emotions), Re-creating (creating past and present client events), Reexperiencing (re-experiencing client events) and Resoving (solving problems with clients) , this forms the social, motoric, personality, cognitive and emotional development of client "R" through the traditional game of gobak sodor as an effort to form a confident attitude and eliminate shyness in client "R" so that he is able to interact through the form of a team in the game of gobak sodor the. 3) Client "R" begins to open up to the environment, the client begins to care about the team trying to keep the team winning in the game an attitude of openness, honesty and self-confidence for the client has started to grow. This shows that the client only has shame and is not confident, when persuaded first to take part in the game and because of encouragement as motivation, the client begins to dare to take part in the game and indirectly the client is able to socialize with his current environment.
MENINGKATKAN MINAT DAN HASIL BELAJAR SENI BUDAYA DENGAN BERBASIS MEDIA CANVA PADA PESERTA DIDIK KELAS X BDPM 2 DI SMKN 2 DENPASAR Dina Pujipebrianti Lestari; I Ketut Muada
JURNAL PENDIDIKAN DAN KEGURUAN Vol. 1 No. 1 (2023)
Publisher : CV. ADIBA AISHA AMIRA

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Abstract

This classroom action research aims to increase the interest and learning outcomes of class X BDPM 2 students at SMKN 2 Denpasar in the subject of cultural arts management of collaborative dance performances using the Project Based Learning (PBL) method with Canva media. Student interest and learning outcomes are low because of the lack of teacher skills in applying interesting learning media and the lack of student involvement in learning. The study was conducted in two cycles and involved group project assignments in the management of dance performances with data analyzed using descriptive statistical techniques. The results show that the implementation of PBL with Canva media significantly increases students' interest and learning outcomes in arts and culture. It is suggested that teachers use this method to promote active, creative, and fun learning experiences for their students. The average score of student learning outcomes increased from 68.57 in the pre-test to 87.50 in the post-test, while student interest increased from 3.00 to 3.69 on a 5-point Likert scale. Therefore, PBL with Canva media can be used as an effective method to increase student interest and learning outcomes in arts and culture, especially in managing group dance performances. 
UPAYA MENINGKATKAN HASIL BELAJAR SENI BUDAYA DENGAN PENERAPAN MODEL PROJECT BASE LEARNING (PjBL) MENGGUNAKAN MINDMAPPING PADA PESERTA DIDIK KELAS X BDPM 1 SMKN 2 DENPASAR SEMESTER 2 TAHUN 2022/2023 I Ketut Muada; Nazzala Sophie Yustina
JURNAL PENDIDIKAN DAN KEGURUAN Vol. 1 No. 1 (2023)
Publisher : CV. ADIBA AISHA AMIRA

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Abstract

This research was structured to improve student learning outcomes in learning Arts and Culture using the Project Based Learning (PjBL) learning model for students in class X BDPM 1 SMKN 2 Denpasar in the 2022/2023 Academic Year. This type of research is Classroom Action Research (CAR). Based on the calculation of the value of learning outcomes, the results of student learning scores have fulfilled the requirements to continue in the next cycle, with an average score of 69.3 in cycle I. While in cycle II it was 73.4 so that the target of successful learning outcomes in cycle II was achieved and the average student learning outcomes have exceeded the Minimum Passing Criteria (KKM), which is 70.0 so that research can be stopped and continued with data analysis. Thus the use of Project Based Learning in the subject of Cultural Arts can increase the learning activity of students in class X BDPM 1 SMKN 2 Denpasar in the 2022/2023 Learning Year.
MENINGKATKAN HASIL BELAJAR SISWA PADA MATA PELAJARAN SENI BUDAYA MATERI TARI DAERAH LAIN MENGGUNAKAN MEDIA VIDEO YOUTOBE KELAS XI SMK NEGERI 3 SUKAWATI I Nyoman Putrayasa; Gheahni Asti Nadhsiyah
JURNAL PENDIDIKAN DAN KEGURUAN Vol. 1 No. 1 (2023)
Publisher : CV. ADIBA AISHA AMIRA

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Abstract

This research was conducted with the aim of increasing the achievement or learning outcomes of class XI Tari 1 students at SMK Negeri 3 Sukawati by using YouTube video media in the learning process. Knowing student learning outcomes is very important to improve, this is because learning is said to be successful if student learning outcomes increase. Before the research was conducted, student learning outcomes were low and students found it difficult to understand the material presented by the teacher. The goal to be achieved in this research is to improve the learning outcomes of class XI Tari 1 students at SMK Negeri 3 Sukawati. After doing research, student learning outcomes have increased. Prior to the holding of this research, student learning outcomes were low, students felt the material presented by the teacher was difficult to understand. Cycle I showed an increase, although there were still some students who had not reached the target. Cycle II showed significantly increased student learning outcomes. Based on the results of this study, we recommend teachers to use YouTube video media in the learning process and continue to develop their professional skills in conducting classroom action research. Thus, student learning outcomes can continue to improve and learning can become more effective.

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