cover
Contact Name
Misnawati
Contact Email
garuda@apji.org
Phone
+6285249289997
Journal Mail Official
danang@stekom.ac.id
Editorial Address
Jln. Yos Sudarso Palangka Raya 73111, Kalimantan Tengah, email: info@upr.ac.id
Location
Kota palangkaraya,
Kalimantan tengah
INDONESIA
Atmosfer: Jurnal Pendidikan, Bahasa, Sastra, Seni, Budaya, Dan Sosial Humaniora
ISSN : 29621232     EISSN : 2964982X     DOI : 10.59024
1. Ilmu Sosial 2. Ilmu Ekonomi 3. Akuntansi 4. Manajemen 5. Kebudayaan 6. Pendidikan 7. Sejarah 8. Pariwisata 9. Gender 10. Humaniora 11. Seni Budaya 12. Linguistik 13. Sastra 14. Filsafat 15. Studi Agama 16. Studi Media dan Komunikasi 17. Berbagai bidang penelitian yang relevan
Articles 295 Documents
Penciptaan Busana dengan Sumber Ide Rumah Adat Suku Tengger Susi Gomes; Inty Nahari; Imami Arum Tri Rahayu; Lutfiyah Hidayah
Atmosfer: Jurnal Pendidikan, Bahasa, Sastra, Seni, Budaya, dan Sosial Humaniora Vol. 2 No. 4 (2024): November : Jurnal Pendidikan, Bahasa, Sastra, Seni, Budaya, dan Sosial Humanior
Publisher : Universitas Palangka Raya

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.59024/atmosfer.v2i4.1072

Abstract

The creation of this work is based on the type of Practice-Ed Research approach carried out through a study of fashion design practices with a focus on "Creation of Fashion with the Source of Ideas for the Tengger Tribe's Traditional House". This study of the creation practice aims to convey ideas and concepts for fashion design as well as methods and techniques for making clothes and can increase knowledge and skills in making clothes. This work is based on the source of ideas for the Tengger tribe's traditional house whose design and shape have uniqueness from other traditional houses besides that the Tengger tribe's traditional house is a traditional house that is now rarely inhabited by the community, especially the community around Bromo, namely the Tengger tribe who choose to build more modern houses and are also still very minimal to be used as a source of ideas in making clothes. To achieve this goal, the method of making this work of practice, through four stages, namely; exploration, design, embodiment and presentation, by applying embroidery decorative motifs from the source of ideas for traditional houses to making clothes. The results of this creation process are in the form of 3 pieces of clothing presented in the form of several on-events, namely fitting 1, fitting 2, grand jury, grand show or fashion show held in front of the rectorate building of the state university of Surabaya, with offline presentation techniques or coming directly and online or virtual exhibition.
Pengaruh Modifikasi Papan Tolakan yang Ditinggikan terhadap Lompat Jauh Gaya Jongkok pada Siswa SDN 06 Tegalsari Kecamatan Ampelgading Kabupaten Pemalang Toto Suyitno; Didi Muhtarom; Boby Agustan
Atmosfer: Jurnal Pendidikan, Bahasa, Sastra, Seni, Budaya, dan Sosial Humaniora Vol. 2 No. 4 (2024): November : Jurnal Pendidikan, Bahasa, Sastra, Seni, Budaya, dan Sosial Humanior
Publisher : Universitas Palangka Raya

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.59024/atmosfer.v2i4.1090

Abstract

Long jump is one of the branches of athletics. As we know, athletics involves physical activities or exercises that consist of natural movements such as walking, jumping, and throwing. Various methods in athletics have been practiced since the early history of humankind. History indicates that in ancient classical times, athletics was conducted in an organized and structured manner, and over time, its programs underwent changes and improvements based on healthy ideas. Today, athletics is a complex sport that includes various tests based on the requirements of its implementation. Observation results show that a long jump athlete is required to achieve maximum jumps (distance), which is measured from the take-off board to the nearest point of landing. Preliminary studies revealed that students were not achieving optimal results in long jump performances. The evident obstacles include a lack of facilities and infrastructure to support long jump training and a shortage of qualified teachers to instruct physical education. As a result, the training techniques used appear monotonous and boring for the students. Thus, the research question posed is: what is the effect of modifying the take-off board on the results of the squat-style long jump among students of SDN 06 Tegalsari, Ampelgading District, Pemalang Regency? The method used in this study is the experimental method. Theoretically, the definition of an experiment according to Umar (2018:161) is "a trial in which each step of the action has been defined in such a way that information related to or required for the problem being investigated can be collected.
Penerapan Model Pembelajaran Creative Problem Solving untuk Meningkatkan Hasil Belajar dan Kreativitas Siswa Kelas IV SDN 02 Josenan Kasih Septin Pangestu; Heny Kusuma Widyaningrum; Siti Khuzaimah
Atmosfer: Jurnal Pendidikan, Bahasa, Sastra, Seni, Budaya, dan Sosial Humaniora Vol. 2 No. 4 (2024): November : Jurnal Pendidikan, Bahasa, Sastra, Seni, Budaya, dan Sosial Humanior
Publisher : Universitas Palangka Raya

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.59024/atmosfer.v2i4.1091

Abstract

This research is motivated by the low level of student activity and learning outcomes in science and science learning. This research aims to increase student activity and learning outcomes in class IV SDN 02 Josenan by applying the creative problem solving (CPS) learning model. The research method used by researchers is classroom action research in collaboration with class IV teachers at SDN 02 Josenan, with a total of 29 class IV students. This research took place in 2 cycles. The techniques used in data collection are observation, tests, interviews, documentation. The research results show that implementing the Creative Problem Solving (CPS) learning model can increase student activity and learning outcomes in science and technology learning in class IV SDN 02 Josenan. Learning outcome data proves this. From cycle I to cycle II, student activity increased in cycle I by 67.42% to 83.14% in cycle II. The average score for student learning outcomes is 74.5, with the lowest score being 52 and the highest score being 97, while the percentage of completion of classical learning outcomes is 69.96%. In cycle II, the average score for student learning outcomes was 84.5, with the lowest score being 69, and the highest score being 100, and the percentage of completeness of classical learning outcomes was 89.65%.
Analisis Pelaksanaan Kegiatan Sabtu Bersih di SD N 1 Demulih untuk Meningkatkan Kesadaran Lingkungan dan Kesehatan Desak Putu Sri Sulatri
Atmosfer: Jurnal Pendidikan, Bahasa, Sastra, Seni, Budaya, dan Sosial Humaniora Vol. 2 No. 4 (2024): November : Jurnal Pendidikan, Bahasa, Sastra, Seni, Budaya, dan Sosial Humanior
Publisher : Universitas Palangka Raya

Show Abstract | Download Original | Original Source | Check in Google Scholar

Abstract

This study aims to evaluate the implementation of the Clean Saturday program at SD N 1 Demulih in an effort to increase student awareness of environmental cleanliness and health. This program involves all elements of the school, including students and teachers, to create a clean and healthy environment. The research method used is descriptive qualitative, with data collected through observation, interviews, and documentation. The results of the study showed an increase in student awareness of environmental cleanliness and health after the implementation of Clean Saturday. Students became more disciplined in maintaining cleanliness, disposing of garbage in the appropriate place, and being more responsible for the condition of the school environment. However, there are challenges in terms of student participation and optimizing the use of cleaning facilities. This study concludes that the Clean Saturday program is effective in increasing students' environmental awareness, but ongoing support is needed to ensure that positive changes are maintained.
Pengaruh Flipped Classroom Model Berbantuan Video Interaktif Terhadap Pemahaman Konsep IPS Siswa Kelas V di SD Wujud Kasih Ungaran Kristina Cahyo Saputro; Kartika Yuni Purwanti
Atmosfer: Jurnal Pendidikan, Bahasa, Sastra, Seni, Budaya, dan Sosial Humaniora Vol. 2 No. 4 (2024): November : Jurnal Pendidikan, Bahasa, Sastra, Seni, Budaya, dan Sosial Humanior
Publisher : Universitas Palangka Raya

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.59024/atmosfer.v2i4.1094

Abstract

This study aims to investigate the effect of using the Flipped Classroom model assisted by interactive videos on the understanding of social science concepts among fifth-grade students at SD Wujud Kasih Ungaran. The research method employed is quantitative, with the subjects being fifth-grade students. Through an experimental design, this research compares two groups: an experimental group utilizing the Flipped Classroom model and a control group employing conventional methods. The results indicate that the implementation of the Flipped Classroom model assisted by interactive videos has a positive impact on students' understanding of social science concepts. Data analysis using the Independent Sample T-Test reveals a significance value of 0.023, indicating a significant difference between the experimental and control groups at a significance level of 0.05. The average understanding score of the experimental group reached 61.61 percent, higher than that of the control group. Furthermore, the results of the Simple Linear Regression Test show an R square value of 0.547, indicating that 54.7% of the variation in students' understanding can be explained by the use of this learning model. In conclusion, the Flipped Classroom model assisted by interactive videos significantly influences students' understanding of social science concepts, as evidenced by increased enthusiasm and motivation during the learning process. This study recommends the adoption of this model as an alternative in social science education to enhance students' understanding quality.
Penggunaan Desain Pembelajaran Berbasis Inkuiri dalam Meningkatkan Pemahaman Konseptual Siswa Maryam R. Aisy; Frandita Juwika; Gusmaneli Gusmaneli
Atmosfer: Jurnal Pendidikan, Bahasa, Sastra, Seni, Budaya, dan Sosial Humaniora Vol. 2 No. 4 (2024): November : Jurnal Pendidikan, Bahasa, Sastra, Seni, Budaya, dan Sosial Humanior
Publisher : Universitas Palangka Raya

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.59024/atmosfer.v2i4.1103

Abstract

The purpose of this research is to analyze the use of inquiry-based learning design in improving students' conceptual understanding. This research uses the literature study method. The literature study method is conducted by collecting and reviewing various relevant literature, including scientific journals, books, articles, and research reports that discuss the topic of inquiry-based learning and its relation to students' conceptual understanding. The results of this study show that inquiry-based learning strategy is an approach that places students as the center of learning, encouraging them to think critically and discover knowledge independently, while the teacher acts as a facilitator in the process of formulating problems to draw conclusions. This method is effective for developing students' cognitive, affective and psychomotor abilities and adapts to their individual learning styles, although it can be a challenge for students who are used to conventional learning. Meanwhile, students' concept understanding includes the ability to master, apply, and explain a concept through various indicators, such as giving examples, distinguishing, and applying concepts in various situations.
Upaya Peningkatan Hasil Belajar Siswa pada Materi Bagian Tubuh Tumbuhan Melalui Model Problem Based Learning Putri Indah Meilansari; Nurul Kusuma Dewi; Tri Susi Artina Wati
Atmosfer: Jurnal Pendidikan, Bahasa, Sastra, Seni, Budaya, dan Sosial Humaniora Vol. 2 No. 4 (2024): November : Jurnal Pendidikan, Bahasa, Sastra, Seni, Budaya, dan Sosial Humanior
Publisher : Universitas Palangka Raya

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.59024/atmosfer.v2i4.1104

Abstract

This research aims to measure the learning outcomes of class IV students at SDN Kertobanyon regarding plant body parts and their functions using a problem based learning model. This research involved 13 class IV students at SDN Kertobanyon using the Classroom Action Research (PTK) method. Data was collected through the pre-cycle, cycle I and cycle II stages. The research results show a significant increase in student learning outcomes. At the pre-cycle stage, the percentage of students whose learning outcomes reached the KKM was 38.5%. In the first cycle stage, the percentage of students whose learning outcomes reached the KKM was 46.1%. In cycle II stage, the percentage of students whose learning outcomes reached the KKM was 76.9%. The PBL model has proven to be effective not only in increasing understanding of science and science concepts, but also in developing students' social skills and learning motivation. Therefore, PBL is recommended as an effective learning model for science and science learning in elementary schools.
Penerapan Metode Bermain Peran terhadap Keterampilan Berbicara pada Materi Cerita Fantasi Siswa Kelas VII MTS Bustanul Huda Kota Pasuruan Yaftahillah Yaftahillah; Ilmiyatur Rosidah; Badriyah Wulandari
Atmosfer: Jurnal Pendidikan, Bahasa, Sastra, Seni, Budaya, dan Sosial Humaniora Vol. 2 No. 4 (2024): November : Jurnal Pendidikan, Bahasa, Sastra, Seni, Budaya, dan Sosial Humanior
Publisher : Universitas Palangka Raya

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.59024/atmosfer.v2i4.1105

Abstract

This study aims to apply the role-playing method in speaking skills to students on fantasy story text material in Indonesian language lessons. Students carry out learning activities using the role-playing method. This learning method is a learning method that is applied in classroom learning. Most teachers in the past used a lecture model in providing material which could make students feel bored and not focused on receiving the material given by the teacher. This study examines students' speaking skills in mastering fantasy story text material using the role-playing method. Researchers focus on students' speaking skills so that they can better understand the meaning of fantasy story texts. This research was conducted at MTS Bustanul Huda, Pasuruan City using data in the form of subjects and objects. The subjects of the study were grade VII students and the object used was the role-playing method. The method used was qualitative description, using data collection procedures including observation and documentation. The results of applying the role-playing method in speaking skills on fantasy story text material can produce an understanding that is in accordance with the material using the role-playing method. From the activities that have been carried out, the results were obtained regarding understanding the material and speaking skills in role-playing.
Efektivitas Penggunaan Media Manipulatif melalui Pendekatan RME untuk Meningkatkan Kemampuan Berhitung Siswa SD/MI Navila Dwi Irmayani; Hustriasa Niswatun; Afnis Iis Munandar; Djuita Hidayati
Atmosfer: Jurnal Pendidikan, Bahasa, Sastra, Seni, Budaya, dan Sosial Humaniora Vol. 2 No. 4 (2024): November : Jurnal Pendidikan, Bahasa, Sastra, Seni, Budaya, dan Sosial Humanior
Publisher : Universitas Palangka Raya

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.59024/atmosfer.v2i4.1114

Abstract

The aim of this research is to explore the use of manipulative media through a realistic mathematics education (RME) approach in improving students' numeracy skills at MI Nurul Islam. This research uses a qualitative descriptive method and includes observation and interviews as data collection techniques. This research was conducted by students at the Mataram State Islamic University. The research was located at MI Nurul Islam, Sekarbela sub-district, Mataram city. To be precise, for class I teachers, researchers also analyzed the data using qualitative analysis. Research findings show that the use of manipulative media through the RME approach can improve students' comprehension and numeracy skills. students become more engaged in learning, and see improvements in their problem-solving numeracy skills. Manipulative media can also help reduce calculation errors and increase students' confidence in learning mathematics. Based on these results, it is concluded that the use of manipulative media through the RME approach is effective in improving the numeracy skills of MI Nurul Islam students and can be an alternative strategy in learning mathematics at the elementary level.
Pengaruh Media Augmented Reality dalam Pembelajaran IPAS Terhadap Hasil Belajar Siswa Kelas IV Riska Mubayyinah Nur Laili; Qurrotu Inayatil Maula
Atmosfer: Jurnal Pendidikan, Bahasa, Sastra, Seni, Budaya, dan Sosial Humaniora Vol. 2 No. 4 (2024): November : Jurnal Pendidikan, Bahasa, Sastra, Seni, Budaya, dan Sosial Humanior
Publisher : Universitas Palangka Raya

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.59024/atmosfer.v2i4.1156

Abstract

The aim of this research is to find out the influence of Augmented Reality use in on the learning outcomes of elementary school students. The research method used is quantitative with a Pre-Experimental design in the form of One-Group Pretest-Posttest. The sampling technique carried out were a non-probability sampling technique, total sampling type. The sample of this research was 34 students of class IV who were treated using Augmented Reality media. This research was carried out at one of the public elementary school in Bangkalan Madura Regency in the 2024/2025 academic year. The data collection techniques used are observation, tests and surveys. Data analysis techniques include prerequisite tests for normality, homogeneity and hypothesis testing. The research results show that there is an influence of the use of Augmented Reality media on the pre-test and post-test results of class IV students. With the results of the hypothesis test analysis, a sig (2-tailed) value <0.05 was obtained with a sig (2-tailed) value of 0.000. It can be concluded that the hypothesis Ha is accepted and Ho is rejected.