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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.
Pola Pengasuhan Orang Tua Terhadap Penerapan Screen Time Di Masa Generasi Alpha Usia 4-6 Tahun Di Desa Rombuh Kecamatan Palengaan Kabupaten Pamekasan
Kholidatul Jannah;
Norma Gupita;
Dewi Pusparini
Edukhasi: Jurnal Inovasi Pendidikan Vol 1 No 3 (2023): Jurnal Inovasi Pendidikan
Publisher : Edu Berkah Khatulistiwa
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DOI: 10.60132/jip.v1i3.45
Pola asuh merupakan sebuah sistem yang digunakan orang tua dalam rangka memberikan kasih sayang, menjaga dan mendidik serta melatih anaknya untuk mengikuti arahan mereka dengan tujuan dapat mengubah tingkah laku, pengetahuan serta nilai- nilai yang dianggap paling tepat oleh orang tua sebagai sebuah upaya agar anak mandiri, tumbuh dan berkembang secara sehat dan optimal.Tujuan pada penelitian ini yaitu untuk mengetahui bentuk pola pengasuhan orang tua terhadap penerapan screen time dalam masa generasi alpha di desa rombuh. penelitian ini menggunakan metode kualitatif. Sedangkan tekhnik analisis data yang digunakan dalam penelitian ini yaitu menggunakan tekhnik milles & huberman yaitu melalui reduksi data, penyajian data dan penarikan kesimpulan. Data yang diperoleh melalui observasi dan wawancara mendalam dalam sampel orang tua di Desa Rombuh yang sudah terpilih. Hasil penelitian ini menunjukkan 3 pola asuh yang banyak diterapkan oleh orang tua yang menjadi objek penelitian peneliti, yang dimana dari masing-masing orang tua tersebut memiliki gaya pengasuhan sendiri walaupun mereka menggunakan pola asuh yang sama berikut beberapa pola asuh yang diterapkan oleh orangtua terhadap penerapan screen time di desa rombuh terdiri dari (1) Pola asuh otoriter, (2) Pola asuh permisif, (3) Pola asuh demokratis. Dalam bentuk ketiga pola pengasuhan orang tua tersebut memiliki dampak yang memiliki mempengaruhi perilaku anak dan interaksi sosial anak selain itu bentuk pola asuh yang digunakan orang tua dalam menghindari dampak negatif yang ditimbulkan oleh gadget.
Analisis Pertumbuhan dan Perkembangan Anak Usia 4-6 Tahun terhadap Penerapan Screen Time Anak di Desa Billa'an Kecamatan Proppo Kabupaten Pamekasan
Vera Yulismawati;
Norma Gupita;
Selfi Lailatul Iftitah
Edukhasi: Jurnal Inovasi Pendidikan Vol 1 No 3 (2023): Jurnal Inovasi Pendidikan
Publisher : Edu Berkah Khatulistiwa
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DOI: 10.60132/jip.v1i3.47
Pertumbuhan (growth) berkaitan dengan masalah perubahan dalam besar jumlah ukuran atau dimensi sel, organ maupun individu, yang bisa diukur dengan ukuran berat (gram, pound, kilogram), ukuran Panjang (cm, meter), umur tulang dan keseimbangan metabolic (retensi kalsium dan nitrogen tubuh), sedangkan perkembangan adalah nertambahnya kemampuan dalam struktur fungsi tubuh yang lebih komplek dalam pola teratur dan dapat diramalkan sebagai hasil dari proses pematangan. Penelitian ini bertujuan untuk mendeskripsikan pada pertumbuhan dan perkembangan anak usia 4-6 tahun terhadap penerapan Screen time di desa Billa’an. Penelitian ini menggunakan metode kualitatif yang bersifat deskriptif. Data yang diperoleh melalui observasi dan wawancara mendalam dalam sampel orang tua dan bidan di desa Billa’an yang sudah terpilih. Tekhnik analisis data dengan cara kualitatif deskriptif. Hasil penelitian ini menunjukkan bahwa penerapan Screen time mengalami dampak pada pertumbuhan dan perkembangan anak yang menjadi objek penelitian peneliti, yang dimana telah dialami oleh beberapa anak yang berada didesa Billa’an, yang kebanyakan anak-anak setelah melakukan peneriksaan yang peneliti temui diwaktu ada posyandu kebanyakan anak yang memakai gadget berdampak pada pertumbuhannya.
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.
Pengembangan Media Pembelajaran Kartu Cerdas sebagai Penguatan Keterampilan Membaca Siswa Kelas Rendah di Sekolah Dasar
I'in Mur Arizah;
Yunika Afryaningsih;
Dessy Setyowati
Edukhasi: Jurnal Inovasi Pendidikan Vol 1 No 2 (2023): Jurnal Inovasi Pendidikan
Publisher : Edu Berkah Khatulistiwa
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DOI: 10.60132/jip.v1i2.56
This researcher aims to develop Smart Card learning media which is motivated by the lack of utilization of the media used by educators until causing monotony and lack of student response in learning so that it has an impact on reading skills. The use of media in learning can help foster student focus. Smart Cards are cards that contain writing and pictures, so students can easily digest the writing with the help of pictures. This research is a development research that refers to the developer model Borg and Gallaccording to the developer which uses seven stages in the research namely Research and Information Collection, Planning, Develop Preliminary Form of Product, Preliminary Field Testing, Operational Product Revision, Main Field Testing, Operational Field Testing. Based on the research results, validation results of media experts obtained score data of 92% with the criteria of "Very Eligible", from linguists with a score of 87% with the criteria "Very Eligible", from material experts with a score of 91% with the criteria of "Very Eligible", as well as the results of large-scale field trials with the value of the questionnaire filled in by students obtaining 95% with the criteria of "Very Practical". The questionnaire filled out by the teacher or colleagues obtained 97% with the criteria "Very Practical". Fill in the observation sheet questionnaire to get 100% with the criteria "Very Practical”. Questionnaire observation sheets of students' reading skills obtained 65% having achieved a classical completeness standard of 65%.
Analisis Muatan Literasi Budaya dan Kewargaan Pada Buku Siswa Tema 1 Kelas IV Sekolah Dasar
Sinwani Sinwani;
Dessy Setyowati;
Yunika Afryaningsih
Edukhasi: Jurnal Inovasi Pendidikan Vol 1 No 2 (2023): Jurnal Inovasi Pendidikan
Publisher : Edu Berkah Khatulistiwa
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DOI: 10.60132/jip.v1i2.57
The purpose of this study was to find out the contents of cultural literacy and citizenship in the Student's book Theme 1 The Beauty of Togetherness in Elementary Schools. The research method used in this study is a qualitative research method. Research on the theme 1 student book shows that cultural aspects as a natural way of thinking through language and behavior are not included in the theme 1 student book. Aspects of Art as a Cultural Product are included in the theme 1 student book and have provided space for students to add insight and skills The aspects of Multicultural Citizenship and Participation are the aspects that appear the most in Theme 1 student books. The aspect of nationalism is included in the student book on theme 1. This can be seen from awareness in public relations as citizens The inclusiveness aspect is contained in the theme 1 student book, this can be seen from the indicators of building tolerance and respect for culture. Aspect Direct Experience in the theme 1 student book is included, this can be seen in the student activities contained in the student book theme 1 the beauty of togetherness.
Pengaruh Model Pembelajaran SQ3R Berbantu Wordwall Terhadap Hasil Belajar Siswa Pada Materi Sistem Indera
Azkiyatun Nisa;
R. Ading Pramadi;
Hadiansah Hadiansah
Edukhasi: Jurnal Inovasi Pendidikan Vol 1 No 2 (2023): Jurnal Inovasi Pendidikan
Publisher : Edu Berkah Khatulistiwa
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DOI: 10.60132/jip.v1i2.61
This research is motivated by problems that are often encountered in learning biology in the form of a lack of motivation to learn, which results in low student learning outcomes. The purpose of this study was to analyze the effect of the Wordwall-assisted Survey, Question, Read, Recite, Review (SQ3R) learning model on student learning outcomes on sensory systems. The method in this study was quasi-experimental with a non-equivalent control group design. The instruments used were observation sheets, multiple-choice questions and student response questionnaires. The results showed that the implementation of teacher and student activities was in a very good category. Student learning outcomes were analyzed using SPSS version 26 to obtain an Asymp value. Sig (2-tiled) is 0.018 < 0.05, thus the hypothesis is accepted, that is, there is an influence of the Wordwall-assisted SQ3R method on student learning outcomes. Student responses to the learning process of the SQ3R model assisted by Wordwall gave positive responses with very good interpretations. The conclusion of this study is that the Wordwall-assisted SQ3R learning model has a positive effect on student learning outcomes in sensory system material.