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Pengembangan Lembar Kerja Peserta Didik (LKPD) Bermuatan STEM pada Materi Energi Kelas IV Sekolah Dasar
Anita Anita;
Siti Nur Asmah;
Muhammad Aqmal Nurcahyo
Edukhasi: Jurnal Inovasi Pendidikan Vol 1 No 2 (2023): Jurnal Inovasi Pendidikan
Publisher : Edu Berkah Khatulistiwa
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DOI: 10.60132/jip.v1i2.11
LKPD containing STEM methods is applied to grade IV elementary schools in delivering material about energy which involves many events that exist in the real world everyday. Students will be taught the technique of creating a simple tool related to energy matter, then apply various existing technologies in explaining energy matter. The description above attracts researchers to develop teaching materials about STEM-laden LKPD through R&D research. This research is a type of R&D (Research and Development) or development which is interpreted as a research conducted by creating a product and then testing its effectiveness. Based on the validation of material experts, design experts and linguists. The development of STEM-charged LKPD on energy materials at SDN 41 Sungai Raya can be categorized as feasible. This feasibility is obtained from expert validators, both linguists, design, and material experts. Overall, the feasibility aspect of the material obtained a score of 76% in the "Good" category. Overall, the feasibility aspect of the design obtained a score of 82% in the "Very Good" category. Overall, the language feasibility aspect obtained a score of 86% in the "Very Good" category. Small and large group trials have a score of 100 and have the criteria of "Very Practical" so that it can be said that STEM-loaded LKPD teaching materials on the material always save energy, are very practical and pass the trial
Implementasi Nilai-nilai Kesalehan Sosial di Pondok Pesantren dalam Menghadapi Era Society 5.0
Dedi Ardiansyah;
Basuki Basuki
Edukhasi: Jurnal Inovasi Pendidikan Vol 1 No 2 (2023): Jurnal Inovasi Pendidikan
Publisher : Edu Berkah Khatulistiwa
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DOI: 10.60132/jip.v1i2.16
Era Society 5.0 membawa transformasi yang signifikan pada sistem pendidikan serta berimbas pada generasi muda bangsa. Banyak tantangan dan problematika yang timbul sehingga lembaga pendidikan, terutama pesantren, yang harus siap dengan tidak hanya memiliki keunggulan dalam bidang keagamaan tetapi juga harus unggul dalam bidang ilmu pengetahuan, teknologi, dan sains, sebagi bekal menghadapi era society 5.0. Tujuan dari penelitian ini adalah untuk menjelaskan rencana dan strategi Pondok Pesantren dalam menghadapi tantangan di Era Society 5.0. melalui mengimplementasi nilai-nilai kesalehan sosial. Penelitian ini menggunakan metode penelitian kepustakaan. Sumber data dalam penelitian ini ada dua pertama primer, dua sekunder. Semua data berasal dari literatur terkait dengan pembahasan. analisi data pada penelitian ini merupakan konten analisis. Penelitian ini menghasilkan temuan berupa penerapan konsep dasar nilai kesalehan sosial, tantangan generasi muda dalam menghadapi era society 5.0, nilai dan karakter tarbiyah dalam pondok pesantren dan implementasi nilai kesalehan sosial sebagai strategi pesantren dalam menghadapi era society 5.0 menindaklanjuti temuan pada penelitian ini maka penerapan nilai kesalehan sosial sebagai upaya menghadapi tantangan di era society 5.0 harus dilaksanakan oleh seluruh lapisan terutama bagi kaum akademis, karena upaya dalam mempersiapkan dalam menghadapi tantangan era society 5.0, Sehingga transformasi tersebut akan membawa dampak positif dan kemanfaatan bagi umat Manusia.
Pengaruh Pembelajaran Sistem Imunitas Melalui Model Discovery Based Unity of Science (DBUS) Berbantu Media E-Flipbook Terhadap Kemampuan Berpikir Kritis Siswa
Rifa Nur Afifah;
Sumiyati Sa’adah;
Sri Maryanti
Edukhasi: Jurnal Inovasi Pendidikan Vol 1 No 2 (2023): Jurnal Inovasi Pendidikan
Publisher : Edu Berkah Khatulistiwa
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DOI: 10.60132/jip.v1i2.31
Tujuan diadakannya penelitian ini untuk mendeskripsikan keterlaksanaan pembelajaran, menganalisis kemampuan berpikir kritis siswa, menganalisis pengaruh model pembelajaran Discovery Based Unity of Science (DBUS) berbantu media e-flipbook terhadap kemampuan berpikir siswa pada materi sistem imunitas, serta mendeskripsikan respon siswa terhadap pembelajaran dengan model Discovery Based Unity of Science (DBUS) berbantu media e-flipbook terhadap kemampuan berpikir siswa pada materi sistem imunitas. Metode yang digunakan ialah kuasi eksperimen dengan desain non-equivalent control group desain. Data disebarkan melalui pemberian instrumen berupa lembar observasi, tes kemampuan berpikir kritis, dan angket respos siswa. Hasil penelitian menunjukkan bahwa pembelajaran dapat terlaksana dengan sangat baik, yakni berdasarkan aktivitas siswa sebesar 82,40% dan berdasarkan aktivitas guru sebesar 84,06%. Hasil posttest menunjukkan terjadinya peningkatan kemampuan berpikir kritis pada siswa sebesar 0,44 dengan kategori sedang. Penggunaan model pembelajaran Discovery Based Unity of Science (DBUS) berbantu media e-flipbook berpengaruh terhadap kemampuan berpikir kritis siswa pada materi sistem imunitas dengan nilai Sig. 0,000 <0,05. Besarnya pengaruh yang diberikan diukur melalui uji effect size dan memperoleh hasil 1,09 dengan kategori tinggi. Selain itu, hasil angket menunjukkan respon baik dari siswa yakni sebesar 78,3%. Oleh karena itu, penelitian mengenai pengaruh model pembelajaran Discovery Based Unity of Science (DBUS) berbantu media e-flipbook terhadap kemampuan berpikir siswa pada materi sistem imunitas dapat mengatasi pemasalahan akibat pembelajaran daring yang menyebabkan learning loss pada siswa kelas XI di SMA Negeri 1 Cipeundeuy terutama pada pembelajaran biologi.
Pengaruh Pembelajaran Menggunakan Media Audio Visual Berbantu Edpuzzle terhadap Hasil Belajar Siswa
Rizka Kurniawan;
H. Idad Suhada;
Sri Maryanti
Edukhasi: Jurnal Inovasi Pendidikan Vol 1 No 2 (2023): Jurnal Inovasi Pendidikan
Publisher : Edu Berkah Khatulistiwa
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DOI: 10.60132/jip.v1i2.32
Student learning outcomes are the achievement of student success rates in learning the material, which is seen in terms of scores or numbers based on the acquisition of test results. The study aims to describe the effect of learning using edpuzzle rocky audio-visual media on students' cognitive learning outcomes on immune system material. This experimental research used a non-equivalent control group design. The population in this study is all XI high schools in one of the West Bandung district schools. The study sample used two classes with purposive sampling techniques. The research instrument consists of observation sheets and multiple-choice test questions covering cognitive level indicators C1-C6 with data analysis of prerequisite tests and hypothesis tests. The results of research conducted with an independent sample t-test obtained tcount values of 0.001 < 0.05 show that there is an influence of edpuzzle-assisted audio-visual media on students' cognitive learning outcomes.
Pengaruh Model Pembelajaran Berbasis Proyek terhadap Keterampilan Proses Sains dan Motivasi Belajar Siswa SMA Negeri 1 Candimulyo pada Materi Perubahan Lingkungan
Nida Hamidah;
Muhammad Radian Nur Alamsyah;
Serafica Btari Christiyani Kusumaningrum
Edukhasi: Jurnal Inovasi Pendidikan Vol 1 No 2 (2023): Jurnal Inovasi Pendidikan
Publisher : Edu Berkah Khatulistiwa
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DOI: 10.60132/jip.v1i2.37
Penelitian ini bertujuan untuk mengetahui pengaruh model pembelajaran berbasis proyek terhadap keterampilan proses sains dan motivasi belajar siswa SMA Negeri 1 Candimulyo pada materi perubahan lingkungan. Metode yang digunakan adalah quasi experiment dengan desain pretest-posttest nonequivalent control group. Teknik analisis data menggunakan analisis statistik deskriptif serta uji hipotesis dengan Independent Sample T Test atau Mann Whitney U Test pada taraf signifikansi =0,05. Dari hasil analisis deskriptif data keterampilan proses sains diperoleh nilai rata–rata posttest kelas kontrol sebesar 50,71 dan kelas eksperimen sebesar 78,37. Hasil ini menunjukkan bahwa nilai rata-rata posttest kelas eksperimen lebih tinggi dibanding kelas kontrol. Disamping itu, hasil uji hipotesis dengan Mann Whitney U Test mendapat nilai signifikansi sebesar 0,000 (sig. < 0,05), yang berarti Ha diterima atau terdapat perbedaan keterampilan proses sains yang signifikan antara kelas eksperimen dan kelas kontrol. Kemudian, hasil analisis deskriptif data motivasi belajar siswa memperoleh nilai rata-rata akhir kelas kontrol sebesar 76,19 dan kelas eksperimen sebesar 79,62. Hasil ini menunjukkan bahwa rata-rata akhir kelas eksperimen lebih tinggi dibanding kelas kontrol. Selain itu, uji hipotesis dengan Independent Sample T Test mendapat nilai signifikansi sebesar 0,024 (sig. < 0,05) yang berarti Ha diterima atau terdapat perbedaan motivasi belajar yang signifikan antara kelas eksperimen dan kelas kontrol. Berdasarkan pada hasil penelitian, maka dapat disimpulkan bahwa terdapat pengaruh model pembelajaran berbasis proyek terhadap keterampilan proses sains dan motivasi belajar siswa SMA Negeri 1 Candimulyo pada materi perubahan lingkungan.
Model Pembelajaran Problem Based Learning: Sebuah Model Pembelajaran Yang Dapat Meningkatkan Keterampilan Berpikir Kreatif Peserta Didik pada Materi Metabolisme
Ainun Azizah;
Idad Suhada;
Epa Paujiah
Edukhasi: Jurnal Inovasi Pendidikan Vol 1 No 2 (2023): Jurnal Inovasi Pendidikan
Publisher : Edu Berkah Khatulistiwa
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DOI: 10.60132/jip.v1i2.41
The Problem Based Learning learning model is considered suitable to be applied to the teaching of metabolism material, because the learning process includes the cognitive and affective domains of students so that they can achieve creative thinking processes. The purpose of this study is to find out the increase in students' creative thinking in class XII SMA-X metabolism material through the application of the Problem Based Learning (PBL) learning model assisted by e-LKPD learning media. This study used a quantitative approach and the research method used was experimental research with a quasi-experimental design. The results of the study show that the application of the Problem Based Learning learning model can improve creative thinking skills. This is evidenced by the acquisition of N-Gain scores in classes that use the Problem Based Learning learning model assisted by e-LKPD learning media of 0.64 in the medium category. The N-gain value was obtained from the analysis of students' pretest and posttest scores. The use of the Problem Based Learning learning model assisted by e-LKPD learning media has an effect on students' critical thinking skills. The increase in the results of students' test scores proves that the Problem Based Learning learning model is useful for improving students' creative thinking skills in metabolic material.
Evaluasi Fun Learning Pembelajaran SKI pada Generasi Alpha di MI Al Fitroh
Nafisah Izzah;
Mohammad Sahlan;
Sofyan Hadi
Edukhasi: Jurnal Inovasi Pendidikan Vol 1 No 2 (2023): Jurnal Inovasi Pendidikan
Publisher : Edu Berkah Khatulistiwa
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DOI: 10.60132/jip.v1i2.42
Generation Alpha is a generation that is currently still classified as children, the highest age in the Alpha generation is still in elementary school. The Alpha generation also experienced when the world was hit by the Covid-19 wave when PSBB and PPKM were imposed by the government, making the Alpha generation stay in their respective homes, including learning online. Covid contributed to the Alpha generation to be more familiar with the digital world, the effect is that due to the lack of interaction with many people / the general public, many are very dependent on devices. The purpose of this study is to find an overview of the implementation of learning, efforts to provide fun learning methods and their evaluation by teachers in learning SKI in the Alpha Generation at MI Al Fitroh. Islamic cultural history stands alone as a subject that is part of Islamic religious education. The explanation obtained when the SKI lesson took place, many students were sleepy, bored or unfocused because the content of the material and the way the teacher delivered it were considered less than optimal. The research method used is descriptive qualitative, the final analysis uses SWOT. The findings in the field found that learning with the fun learning method was able to make Alpha generation students excited and enthusiastic in participating in SKI learning, but the evaluation stages carried out were too focused on the cognitive domain. Some things that must be considered in the future are field study learning, linking ibrah with evaluations that reach also emphasize the psychomotor and affective sides.
Efektivitas Metode Bermain Angka Terhadap Kecemasan Belajar Matematika pada Siswa Kelas V Sekolah Dasar
Sri Rahayu;
Eva Meizara Puspita Dewi;
Andi Halima
Edukhasi: Jurnal Inovasi Pendidikan Vol 1 No 2 (2023): Jurnal Inovasi Pendidikan
Publisher : Edu Berkah Khatulistiwa
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DOI: 10.60132/jip.v1i2.43
Mathematics lessons are part of a definite science and have a structure of interconnected patterns. However, some students avoid and easily get bored when math lessons begin. The fun learning model has a play concept based on this. This study aims to test the effectiveness of the numbers game method on the math anxiety of fifth grade elementary school students. This study used a pretest-posttest control group design experimental design. The subjects in this study were 20 people who were divided into the experimental group and the control group. Respondents in this study were V grade students at the SD Inpres Bertingkat Mamajang II, Makassar City. The measuring tool used in this research is the mathematics learning anxiety scale. The data analysis technique uses hypothesis testing, namely the Independent T-Test and Paired Sample T-Test. The results of the hypothesis test show that the significance value is ρ = 0.014 < 0.05, so the hypothesis in this study is accepted so that it is said that giving the number playing method can be used as a method to reduce anxiety learning mathematics. The implication of this research is that the number playing method can be used as a method to reduce math anxiety in students.
Modul Ajar berbasis Kearifan Lokal Tema 4 Berbagai Pekerjaan Kelas IV di Sekolah Dasar
Dita Eka Putri Dewanti;
Dessy Setyowati;
Muhammad Aqmal Nurcahyo
Edukhasi: Jurnal Inovasi Pendidikan Vol 1 No 2 (2023): Jurnal Inovasi Pendidikan
Publisher : Edu Berkah Khatulistiwa
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DOI: 10.60132/jip.v1i2.51
Research on the development of teaching modules based on local wisdom, theme 4, various job in elementary schools grade IV has been carried out at SDN 08 Sungai Raya. The subjects of this study were 22 students of class IV B. The research method used was research and development or Research and Development using the ADDIE model. Data collection techniques were carried out using validation sheets, questionnaires and questions. The validation results from linguists obtained an average percentage of 93% with very good criteria, the assessment results from material experts obtained an average percentage of 80% with good criteria and the assessment results from design experts obtained an average percentage of 83% with the criteria Very good. The results of the student response questionnaire for the small group trial with a total of 9 students obtained an assessment result of 93% which was very good and the results for the large group trial with a total of 22 students obtained an assessment result of 91% which was very good. The results of the large group trial with a total of 22 students obtained a high value of 0.81. Based on the results of this study, it can be concluded that the teaching modules based on local wisdom, theme 4, various class IV jobs in this elementary school can be used as one of the teaching materials at SDN 08 Sungai Raya.
Pengaruh Penerapan Media Pembelajaran Monopoli Petualangan Nusantara terhadap Motivasi Belajar Siswa dalam Mata Pelajaran IPS Kelas V di Sekolah Dasar Negeri Timbang
Nurul Ivani;
Agatha Kristi Pramudika Sari
Edukhasi: Jurnal Inovasi Pendidikan Vol 1 No 2 (2023): Jurnal Inovasi Pendidikan
Publisher : Edu Berkah Khatulistiwa
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DOI: 10.60132/jip.v1i2.52
This study aims to: (1) To find out the application of archipelago adventure monopoly learning media to students' learning motivation in social studies subjects in class V at SD Negeri Timbang. (2) To find out the effectiveness of the application of archipelago adventure monopoly learning media on student learning motivation in social studies class V at SD Negeri Timbang. (3) To find out the effect of the application of archipelago adventure monopoly learning media on students' learning motivation in social studies class V at SD Negeri Timbang. This study uses a Quasi Experimental Design research type. The research design used is True experimental design. This design is a type of research design that belongs to the Posttest-Only Control Design approach. In this study, the population was all fifth grade students at SD Negeri Timbang, Cigandamekar sub-district, while for the sample, there were 21 class Va students and 22 class Vb students. The average posttest result in the control class (Va) was 69. And the average score in the experiment class 86 which experienced an increase of 12.05. Based on the results of calculations using SPSS 29.00, it is known that the value of Tcount (3.111) > Ttable (2.073) and a significance value of 0.003 <0.05, it can be concluded that the variable influence of Monopoly Media Adventures of the Archipelago (X) affects students' learning motivation in social studies class V at SD Negeri Tambang Cigandamekar, Kuningan.