cover
Contact Name
Muhammad Alfan
Contact Email
jitpro.ppg@um.ac.id
Phone
-
Journal Mail Official
jitpro.ppg@um.ac.id
Editorial Address
Program Pendidikan Profesi Guru (PPG) Sekolah Pascasarjana (SPs) Universitas Negeri Malang (UM), Gedung A21 Lantai 2, Jalan Semarang 5, Kota Malang, 65145 Jawa Timur, Indonesia
Location
Kota malang,
Jawa timur
INDONESIA
Journal of Innovation and Teacher Professionalism
ISSN : -     EISSN : 30248604     DOI : 10.17977/um084
JITPro is fundamentally concerned with the improvement of teacher education, curriculum, policy, and in-service training. Besides these, the journal also accepts researches related to the problems of teacher educators and researchers in the field of educational sciences.
Articles 135 Documents
Bahan Ajar Berbasis Kearifan Lokal Nelayan di Nusantara untuk Meningkatkan Minat Belajar Siswa Sekolah Dasar Mahmud, Dini Rosyada
Journal of Innovation and Teacher Professionalism Vol. 1 No. 3 (2023)
Publisher : Universitas Negeri Malang

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.17977/um084v1i32023p121-133

Abstract

Bahan ajar bagian penting untuk menunjang proses pembelajaran. Indonesia mempunyai kearifan lokal yang beragam contohnya tradisi kehidupan nelayan, namun keterbatasan materi dalam buku peserta didik membutuhkan pengembangan bahan ajar berbasis kearifan lokal. Metode pengem­bangan menggunakan model ADDIE (Analysis-Design-Development-Implement-Evaluate). Teknik pengumpulan data menggunakan observasi, wawancara, dokumentasi, validasi ahli media, dan angket peserta didik. Teknik analisis data menggunakan kualitatif dari hasil pengamatan observasi, wawancara guru dan peserta didik, saran dan masukan dari dosen ahli bahan ajar. Sedangkan data kuantitatif berupa angka dari pengisian angket. Hasil validasi ahli media bahan ajar diperoleh 92,5 persen dengan kriteria sangat layak digunakan dan validasi ahli materi diperoleh hasil 97,5 persen dengan kriteria sangat layak digunakan juga. Berdasarkan hasil angket penggunaan bahan ajar tentang Potret Kehidupan Nelayan di Kwanyar dapat meningkatkan minat belajar peserta didik. Kata kunci: pengembangan; bahan ajar; kearifan lokal The Teaching Materials Based on Local Wisdom of Fishermen in the Archipelago to Increase the Interest of Elementary School Students in Learning Teaching materials were an important part of supporting the learning process. Indonesia has a variety of local wisdom, for example fishing traditions, but limited material in student books requires the development of teaching materials based on local wisdom. The development method uses the ADDIE (Analysis-Design-Development-Implement-Evaluate) model. Data collection techniques use observation, interviews, documentation, media expert validation, and student questionnaires. The data analysis technique uses qualitative data from the results of observations, interviews with teachers and students, suggestions and input from lecturers who were experts in teaching materials. Meanwhile, quantitative data was in the form of numbers from filling out questionnaires. The validation results from media experts for teaching materials were obtained at 92.5 percent with the criteria being very suitable for use and the validation results from material experts obtained results at 97.5 percent with the criteria also being very suitable for use. Based on the results of the questionnaire, the use of teaching materials about Portraits of Fisherman's Life in Kwanyar can increase students' interest in learning. Keywords: development; teaching materials; local wisdom
Model Discovery Learning untuk Meningkatkan Critical Thinking dan Literasi Membaca dalam Pembelajaran Bahasa Indonesia Siswa Sekolah Dasar Mufidah, Imroatul; Suyono, Suyono; Ekawati, Ratna
Journal of Innovation and Teacher Professionalism Vol. 1 No. 3 (2023)
Publisher : Universitas Negeri Malang

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.17977/um084v1i32023p134-144

Abstract

Tujuan dari penelitian ini adalah meningkatkan critical thinking melalui model discovery learning dan kemampuan literasi membaca melalui model discovery learning. Penelitian ini menggunakan pendekatan kualitatif, sedangkan jenis metodenya adalah Classroom Action Research (CAR). Penelitian dilakukan dalam dua siklus, masing-masing siklus terdiri empat tahapan yaitu perencanaan (Planning), tindakan (Action), pengamatan (Observation), dan refleksi (Reflection). Pengumpulan data menggunakan observasi dan tes. Adapun teknik analisis data meliputi reduksi data, penyajian data, dan penarikan kesimpulan. Hasil penelitian menunjukkan bahwa pada siklus I hasil tes kemampuan berpikir kritis siswa dengan rerata 78,10 di siklus II meningkat menjadi 84,82 persen dengan katageri 100 persen siswa dinyatakan tuntas belajar. Adapun kemampuan literasi membaca menggunakan model Discovery Learning dalam AKM dibuktikan dengan adanya hasil ketuntasan pada siklus II mencapai 83,26, sedangkan di siklus I yaitu 76,29 nilai maksimal siklus I 91,36, masih ada 11 siswa dinyatakan belum tuntas, sedangkan pada siklus II nilai maksimal 94,7 dan 100 persen siswa dinyatakan tuntas belajar. Dengan demikian dapat disimpulkan 1) terdapat pengaruh positif antara model Discovery Learning dengan kemampuan critical thinking peserta didik. 2) Penerapan model pembelajaran Discovery Learning terbukti mampu meningkatkan kemampuan literasi membaca siswa. Kata kunci: literasi membaca; discovery learning; critical thinking Discovery Learning Model to Improve Critical Thinking and Reading Literacy in Indonesian Language Learning for Elementary School Students This research aims to enhance students' critical thinking skills and reading literacy through the implementation of the discovery learning model. This research uses a qualitative approach, while the type of method is Classroom Action Research (CAR). The research was conducted in two cycles, each cycle consisted of four stages, namely planning (Planning), action (Action), observation (Observa­tion), and reflection (Reflection). Data collection used observation and tests. The data analysis techniques include data reduction, data presentation, and conclusion drawing. The results showed that in cycle I the test results of students' critical thinking skills with an average of 78.10 in cycle II increased to 84.82 percent with 100 percent of students declared complete learning. The ability of reading literacy using the Discovery Learning model in AKM is evidenced by the results of completeness in cycle II reaching 83.26, while in cycle I it was 76.29 the maximum value of cycle I was 91.36, there were still 11 students declared not complete, while in cycle II the maximum value was 94.7 and 100 percent of students declared complete learning. Thus, it can be concluded 1) there is a positive influence between the Discovery Learning model and the critical thinking ability of students. 2) The application of the Discovery Learning model is proven to be able to improve students' reading literacy skills. Keywords: reading literacy; discovery learning; critical thinking
LKPD Elektronik Berbasis HOTS untuk Siswa Kelas III dengan Tema Praja Muda Karana Subtema Aku Suka Berpetualang pada Pembelajaran 2 Di Sekolah Dasar Selviana, Mutik; Iskandar, Ladamay; Nury, Yuniasih
Journal of Innovation and Teacher Professionalism Vol. 1 No. 3 (2023)
Publisher : Universitas Negeri Malang

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.17977/um084v1i32023p145-151

Abstract

Tujuan dari penelitian ini adalah mendeskripsikan kelayakan, kepraktis­an dan kemenarikan dan kefektivan bahan ajar LKPD Elektronik. Metode penelitian yang digunakan peneliti yaitu penelitian pengembangan dengan penggunaan model 4D dengan 4 tahapan yaitu: tahap pendefenisisan (Define), tahap perancangan (Design), tahap pengembangan (Development), tahap penyebaran (Dis­seminate). Namun peneliti hanya menggunakan 4D sampai dengan tahap pengembangan. Subjek uji coba adalah 10 siswa kelas III SDN Bandungrejosari 01 Kota Malang. Instrument yang digunakan dalam penelitian ini yaitu angket dan dokumentasi. Angket terdiri dari ahli materi, ahli media, ahli bahasa, praktisi (guru) dan angket respon siswa. Teknik analisis data menggunakan deskriptif kuan­titatif dan kualitatif. Hasil penelitian ini adalah LKPD Elektronik mem­peroleh skor 92 persen dengan kategori menarik. Berdasarkan paparan dari hasil penelitian diatas bahan ajar LKPD Elek­tronik dikategorikan “Layak” dan “Sangat Baik” untuk digunakan di lapangan. Hasil pengembangan bahan ajar LKPD Elektronik dapat dijadikan refrensi sebagai bahan ajar pendamping pada saat kegiatan belajar mengajar. Kata kunci: LKPD elektronik; tematik; HOTS HOTS-Based Electronic Student Worksheets for 3rd Grade Students with Praja Muda Karana Theme I Like Adventure Subtheme Lesson 2 in Elementary School The purpose of this study was to describe the feasibility, practicality and attractiveness and effect­tiveness of Electronic LKPD teaching materials. The research method used by the researcher was development research using the 4D model with 4 stages, namely: the definition stage, the design stage, the development stage, and the dissemination stage. However, researchers only use 4D until the development stage. The test subjects were 10 third grade students of SDN Bandungrejosari 01 Malang City. The instruments used in this research are questionnaires and documentation. The questionnaire consisted of material experts, media experts, linguists, practitioners (teachers) and student response questionnaires. The data analysis technique used quantitative and qualitative descriptive. The results of this study are the Electronic LKPD obtained a score of 92 perent with an interesting category. Based on the exposure of the research results above, the Electronic LKPD teaching materials are categorized as "Eligible" and "Very Good" for use in the field. The results of the development of Electronic LKPD teaching materials can be used as references as companion teaching materials during teaching and learning activities. Keywords: electronic LKPD; thematic; HOTS
Peran Kepemimpinan Kepala Sekolah dalam Upaya Meningkatkan Disiplin Kerja Guru di Sekolah Dasar Azkiyah, Sofiatul; Cahyani, Berliana Henu; Yulia, Yuyun
Journal of Innovation and Teacher Professionalism Vol. 1 No. 3 (2023)
Publisher : Universitas Negeri Malang

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.17977/um084v1i32023p152-165

Abstract

Penelitian ini bertujuan untuk mengetahui peranan, faktor penghambat dan pendukung serta solusi peran kepemimpinan kepala sekolah dalam upaya meningkatkan disiplin kerja guru di SD Negeri Kalbir. Jenis penelitian menggunakan kualitatif dengan bentuk deskriptif. Pengumpulan data dengan observasi, wawancara, dan dokumentasi. Subyek penelitian adalah kepala sekolah, guru kelas. Hasil penelitian menunjukkan: 1) Kepala sekolah menjalankan perannya sebagai pendidik dengan memberikan keteladanan dan meningkatkan profesionalisme guru; sebagai manajer yang merencanakan segala sesuatu yang berkaitan dengan sekolah; 2) Faktor penghambat; status sebagian guru masih honorer dan sarana prasarana yang belum lengkap, faktor pendukung adalah kepribadian guru yang baik; dan 3) Solusinya adalah dengan memperbaharui peraturan sekolah. Kata kunci: peran kepemimpinan; kepala sekolah; disiplin kerja Role of the School Principal in Enhancing Discipline among Teachers at Elementary School This study aims to determine the role, inhibiting and supporting factors as well as solutions to the leadership role of the school principal in an effort to improve teacher work discipline in SD Negeri Kalbir. This type of research uses qualitative with descriptive form. Collecting data by observation, interviews, and documentation. The research subjects are school principals, class teachers. The results of the study show: 1) The school principal performs his role as an educator by setting an example and increasing teacher professionalism; as a manager who plans everything related to the school; 2) inhibiting factors; the status of some teachers is still honorary and the infrastructure is incomplete, the supporting factor is the personality of a good teacher; and 3) The solution is to renew the school regulations. Keywords: leadership role; headmaster; work discipline
Meningkatkan Hasil Belajar melalui Model Pembelajaran Problem Based Learning pada Muatan IPA Perkembangbiakan Tumbuhan pada Siswa Kelas VI Sukowati, Indah
Journal of Innovation and Teacher Professionalism Vol. 1 No. 3 (2023)
Publisher : Universitas Negeri Malang

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.17977/um084v1i32023p166-173

Abstract

Penelitian ini bertujuan mendeskripsikan peningkatan hasil belajar siswa dengan model pembel­ajaran Problem Based Learning (PBL) pelajaran IPA. Penelitian Tindakan Kelas (PTK) yang dilaksa­nakan adalah dua siklus, setiap siklus terdiri empat tahap yaitu perencanaan, pelaksanaan, observasi dan refleksi. Subyek penelitian siswa kelas VI A SDN Lowokwaru 3 berjumlah 28 siswa Indikator keberhasilan peningkatan hasil belajar siswa pada penelitian dilihat dari siswa tuntas KKM dengan nilai 75. Hasil penelitian menunjukkan terdapat peningkatan hasil belajar siswa ditunjukkan dari data tes yaitu nilai rata-rata siswa pada prasiklus sebesar 63,75, meningkat pada siklus I menjadi 80,30, dan pada siklus II nilai rata-rata siswa meningkat menjadi 86,60. Kata kunci: hasil belajar; PBL; perkembangbiakan tumbuhan Improving Learning Outcomes through the Problem Based Learning Model on Plant Breeding Science Content for the 6th Class Students This research aims to describe the improvement in student learning outcomes with the Problem Based Learning (PBL) model for science lessons. The Classroom Action Research (CAR) was carried out in two cycles, each cycle consists of four stages, namely planning, implementation, observation and reflection. The research subjects for class VI A students at SDN Lowokwaru 3 were 28 students. The indicator of success in increasing student learning outcomes in the research was seen from students who completed the KKM with a score of 75. The results of the research showed that there was an increase in student learning outcomes as indicated by test data, namely the average score of students in the pre-cycle was equal to 63.75, increased in first cycle to 80.30, and in second cycle the average student score increased to 86.60. Keywords: learning outcomes; PBL; plant reproduction
Permasalahan Guru dalam Pembelajaran Keterampilan Seni Rupa Platform Digital Masa Pandemi di Sekolah Menengah Pertama Agustina, Eka Kursita Manda; Iriaji, Iriaji; Rini, Denik Ristya
Journal of Innovation and Teacher Professionalism Vol. 2 No. 1 (2024)
Publisher : Universitas Negeri Malang

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.17977/um084v2i12024p1-9

Abstract

Pandemi COVID-19 mengakibatkan pembelajaran keterampilan khususnya pada mata pelajaran Seni Rupa di Indonesia berubah. Proses pembelajaran melalui daring diberlakukan sebagai solusi alternatif guna menciptakan pembelajaran pengganti untuk pembelajaran di sekolah. Platform digital seperti media teknologi informasi dan komunikasi digunakan sebagai media alternatif dalam pembelajaran Seni Rupa daring. Adanya media alternatif tersebut menimbulkan masalah-masalah baru bagi guru Seni Rupa dalam pembelajaran daring. Penelitian ini bertujuan untuk mengungkap berbagai permasalahan dan solusi guru dalam pembelajaran keterampilan Seni Rupa platform digital masa pandemi di SMPN 2 Malang. Metode penelitian ini menggunakan pendekatan kualitatif yaitu dengan menggunakan teknik pengumpulan data berupa observasi, wawancara, dan dokumen. Hasil penelitian menunjukkan bahwa permasalahan guru dalam pembelajaran Seni Rupa daring adalah sulitnya menentukan model pembelajaran yang kreatif pada keterampilan Seni Rupa dan sering terjadi miskomunikasi sehingga berpengaruh terhadap penilaian siswa. Solusi untuk masalah yang dihadapi adalah menggunakan fitur-fitur yang tersedia dalam aplikasi yang digunakan berupa rekam, percakapan, gambar, dan video. Teacher’s Problem in Learning Visual Arts Skills of Digital Platform on Pandemic at Junior High School The COVID-19 pandemic has changed the learning of skills, especially in Fine Arts subjects in Indonesia. The online learning process is applied as an alternative solution to create substitute learning for learning in schools. Digital platforms such as information and communication technology media are used as alternative media in online learning of Fine Arts. The existence of these alternative media creates new problems for Fine Arts teachers in online learning. This study aims to uncover various problems and solutions for teachers in learning Visual Arts skills on a digital platform during the pandemic at SMPN 2 Malang. This research method uses a qualitative approach by using data collection techniques in the form of observations, interviews, and documents. The results showed that the teacher's problem in online art learning was the difficulty of determining creative learning models for fine arts skills and frequent miscommunication so that affected student assessment. The solution of the problem like the features available in the application is recording, conversation, pictures, and videos.
Perbedaan Pembelajaran Menggunakan Media Audiovisual dan Alat Peraga terhadap Hasil Belajar Tari Yosim Pancar pada Siswa Kelas XI Satriawan, Bayu; Rahayuningtyas, Wida
Journal of Innovation and Teacher Professionalism Vol. 2 No. 1 (2024)
Publisher : Universitas Negeri Malang

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.17977/um084v2i12024p10-25

Abstract

Pembelajaran seni budaya di SMA Negeri 1 Kertosono menggunakan dua media, yaitu audiovisual dan alat peraga dengan materi yang dipelajari yaitu tari Yosim pacar. Penggunaan media audiovisual dan alat peraga memiliki capian yang berbeda juga. Penelitian ini bertujuan untuk membandingkan dua kelas yang berbeda (XI-8 dan XI-10) menggunakan media pembelajaran berbeda yaitu audio­visual dan alat peraga, tetapi materi yang disampaikan pada kedua kelas tersebut sama. Pene­litian ini merupakan penelitian kuantitatif dengan menggunakan pendekatan komparatif. Rancangan penelitian menggunakan desain static-group comparision. Hasil penelitian membuktikan bahwa ter­dapat perbedaan hasil belajar siswa dalam pembelajaran seni budaya menggunakan media audio­visual dan alat peraga. Dalam pengujian akhir menghasilkan signifikasi yaitu 0.000 yang berarti ter­dapat perbedaan pada kedua kelas tersebut. Pada kelas XI-8 dengan menggunakan media audio­visual memiliki nilai rata-rata 88,88 dibandingkan kelas XI-10 yaitu 86,72 yang menggunakan media alat peraga. Penggunaan media audiovisual lebih unggul karena siswa lebih kompleks dalam memahami materi baik dari segi penglihatan (visual) dan pendengaran (audio) sehingga dapat merangsang perkembangan kognitif para siswa menjadi lebih baik. Sedangkan media alat peraga menggunakan indra penglihatan saja sehingga siswa hanya berpacu pada peraganya yang meng­akibatkan terbatasnya pemahaman siswa. Kata kunci: media audiovisual, media alat peraga, hasil belajar Differences in Learning Using Audiovisual Media and Props on the Learning Outcomes of Yosim Pancar Dance in Class XI Students Cultural arts learning at SMA Negeri 1 Kertosono uses two media, namely audiovisual and props with the material studied, namely Yosim henna dance. The use of audiovisual media and props are two types of media that are very different and have different capian as well. This study aims to compare two different classes (XI-8 and XI-10) using different learning media, namely audiovisual and teaching aids, but the material presented in both classes is the same. This research is quantitative research using a comparative approach. The research design used a static-group comparision design. The results proved that there were differences in student learning outcomes in learning cultural arts using audiovisual media and teaching aids. In the final test produced a significance of 0.000 which means there is a difference in the two classes. In class XI-8 using audiovisual media has an average score of 88.88 compared to class XI-10, which is 86.72 using teaching aids. The use of audiovisual media is superior because students are more complex in understanding the material both in terms of vision (visual) and hearing (audio) so that it can stimulate the cognitive development of students get better. While the teaching aids media use the sense of sight only so that students only race on the demonstrations which results in limited student understanding. Kata kunci: audiovisual media, props media, learning outcomes
Perancangan Board Game The Journey of Knowledge sebagai Media Bantu Pembelajaran Sejarah Zaelany, Dai Ahmad; Azizah, Mutiah Nur; Angkasadaiana, Nafisah Gadis; Nuriansyah, Rifqi Muhammad; Padmasari, Ayung Candra; Salsabila, Rifda Falsa
Journal of Innovation and Teacher Professionalism Vol. 2 No. 1 (2024)
Publisher : Universitas Negeri Malang

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.17977/um084v2i12024p26-35

Abstract

"The Journey of Knowledge" adalah permainan board edukatif yang menggabungkan petualangan dan pembelajaran ilmiah. Dengan tema coklat vintage, permainan ini menawarkan pengalaman bermain yang seru dan mengajak pemain untuk menjelajahi dunia pengetahuan dari berbagai bidang, dengan panduan dari ilmuwan terkenal sebagai karakter utama. Desain karakter yang dibuat dari akrilik, boardgame berukuran 40×40 yang kokoh, dan logo bergaya vintage memberikan permainan ini sentuhan klasik yang menarik. Penelitian ini menggunakan metode mix method dengan menggunakan tahapan strategi linear yang berisi 4 tahap, yaitu, pengumpulan data, analisis data, perancangan dan prototype. Tahapan perancangan memiliki empat tahapn yang terdiri dari konsep, sketsa, finishing dan prototype. Keunggulan permainan terletak pada variasi strategi yang ditawarkan, dinamika permainan yang menarik, dan pengalaman belajar yang menyenangkan. Dengan mekanisme permainan yang beragam dan dinamis, "The Journey of Knowledge" berhasil menciptakan kesan positif bagi pemain, menjadikannya pilihan menarik untuk mereka yang ingin meningkatkan pengetahuan sambil bersenang-senang. Permainan ini sukses menyampaikan konsep edukasi dengan daya tarik yang cukup kuat dan memberikan pengalaman bermain yang mendalam. Kata kunci: Board Game, The Journey of Knowledge, Media Pembelajaran, Sejarah Designing The Journey of Knowledge Board Game as an Assistive Media for History Learning "The Journey of Knowledge" is an educational board game that combines adventure and scientific learning. With a vintage brown theme, the game offers a fun gaming experience and invites players to explore the world of knowledge from various fields with the guidance of famous scientists as main characters. The acrylic character design, sturdy 40×40 board game, and vintage-style logo give the game an attractive, classic touch. This research uses a mixed-methods method using a linear strategy stage, which contains 4 stages, namely, data collection, data analysis, design, and prototype. The design stage has four stages, consisting of concept, sketch, finishing, and prototype. The advantages of the game lie in the variety of strategies offered, the interesting game dynamics, and the fun learning experience. With diverse and dynamic game mechanics, "The Journey of Knowledge" manages to create a positive impression on players, making it an attractive option for those who want to improve their knowledge while having fun. The game successfully conveys the educational concept with considerable appeal and provides an immersive gaming experience. Kata kunci: Board Game, The Journey of Knowledge, Learning Media, History
Penguatan Dimensi Kebhinekaan Global melalui Materi Warisan Budaya pada Mata Pelajaran IPAS Kelas 5 Sekolah Dasar Cahyani, Oktavia Gita
Journal of Innovation and Teacher Professionalism Vol. 2 No. 1 (2024)
Publisher : Universitas Negeri Malang

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.17977/um084v2i12024p36-43

Abstract

Integrasi materi warisan budaya dalam Mata Pelajaran Ilmu Pengetahuan Alam dan Sosial (maple IPAS) pada kelas 5 Sekolah Dasar menawarkan peluang untuk mengajarkan nilai-nilai kebhinekaan melalui pendekatan yang relevan dan kontekstual. Tujuan penelitian ini adalah untuk menganalisis faktor-faktor yang mempengaruhi implementasi penguatan dimensi kebhinekaan global melalui materi warisan budaya pada mapel IPAS kelas 5 SDN 2 Percobaan Kota Malang serta mengevaluasi dampaknya terhadap pemahaman dan apresiasi siswa terhadap keanekaragaman budaya. Hasil literature review menunjukkan bahwa faktor kunci dalam penguatan dimensi kebhinekaan meliputi kurikulum yang inklusif, pendekatan pembelajaran yang aktif dan kolaboratif, serta peran guru yang efektif dalam memfasilitasi proses pembelajaran. Selain itu, dukungan dari berbagai pihak termasuk sekolah, pemerintah, dan masyarakat menjadi faktor pendukung yang krusial. Implementasi materi warisan budaya dalam mapel IPAS kelas 5 SDN 2 Percobaan Kota Malang berpotensi meningkatkan pemahaman, apresiasi, dan penghargaan siswa terhadap keanekaragaman budaya, dengan catatan pentingnya sinergi antara faktor-faktor tersebut untuk mencapai efektivitas yang optimal. Kata kunci: budaya, global, IPAS, kebhinekaan. Strengthening the Dimensions of Global Diversity through Cultural Heritage Materials in Grade 5 Elementary School IPAS Subjects The integration of cultural heritage material in Natural and Social Sciences Subjects (maple IPAS) in grade 5 elementary schools offers opportunities to teach the values of diversity through a relevant and contextual approach. The aim of this research is to analyze the factors that influence the implementation of strengthening the global dimension of diversity through cultural heritage material in the 5th grade science and science subject at SDN 2 Percobaan Malang City and evaluate its impact on students' understanding and appreciation of cultural diversity. The results of the literature review show that key factors in strengthening the dimensions of diversity include an inclusive curriculum, an active and collaborative learning approach, and the role of effective teachers in facilitating the learning process. Apart from that, support from various parties including schools, government and society is a crucial supporting factor. The implementation of cultural heritage material in the 5th grade science and science subject at SDN 2 Percobaan Malang City has the potential to increase students' understanding, appreciation and respect for cultural diversity, noting the importance of synergy between these factors to achieve optimal effectiveness. Keyword: culture, global, IPAS, diversity.
Implementasi Permainan Edukatif pada Pendekatan Pembelajaran Teaching at The Right Level (TaRL) di Kelas V Sekolah Dasar Negeri Saulina, Herlysa; Untari, Esti
Journal of Innovation and Teacher Professionalism Vol. 2 No. 1 (2024)
Publisher : Universitas Negeri Malang

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.17977/um084v2i12024p44-54

Abstract

Pendekatan Teaching at The Right Level (TaRL) menggolongkan peserta didik ke dalam kategori mahir, sedang, dan tidak mahir, sehingga kebutuhan belajar peserta didik dapat terpenuhi. Namun pendekatan TaRL memiliki kelemahan yaitu membutuhkan waktu yang lama. Bila pembelajaran berjalan terlalu lama, maka akan membosankan dan mungkin tujuan pembelajaran tidak tercapai secara maksimal. Penelitian bertujuan melihat efektivitas implementasi permainan edukatif dalam pendekatan Teaching at The Right Level (TaRL) di kelas V SDN Polehan 1 Malang. Metode yang digunakan adalah kualitatif deskriptif dengan subjek penelitian seluruh peserta didik kelas V SDN Polehan 1 Malang. Hasil penelitian menunjukan bahwa permainan edukatif dapat membuat pembelajaran semakin menyenangkan dan juga dan berfungsi sebagai drilling materi pelajaran, sehingga peserta didik tidak bingung dan membutuhkan waktu yang lama untuk menyelesaikan LKPD dan asesmen sumatif. Lebih lagi, penelitian ini menghasilkan inovasi desain tempat duduk peserta didik karena penataan tempat duduk juga mempengaruhi hasil belajar sehingga terjadi peningkatan hasil belajar peserta didik. Kata kunci: permainan edukatif, TaRL, LKPD Implementation of Educational Games in Teaching at the Right Level (TaRL) Learning Approach in Class V of Public Elementary School The Teaching at the Right Level (TaRL) approach is a learning approach that can be applied to the National Curriculum. This Teaching at the Right Level (TaRL) approach will classify learners into proficient, intermediate, and non-proficient categories, so that learners' learning needs can be met. On the other hand, the TaRL approach has the disadvantage that it takes a long time. If learning takes too long, learning will be boring and learning objectives may not be achieved optimally. This study was conducted with the aim of seeing the effectiveness of the implementation of educational games in the Teaching at the Right Level (TaRL) approach in class V of SDN Polehan 1 Malang. The method used in this research is descriptive qualitative with the research subjects of all fifth-grade students of SDN Polehan 1 Malang. The results showed that educational games can make learning more fun and also function as drilling subject matter, so that students are not confused and take a long time to complete the LKPD and summative assessment. Moreover, this research resulted in the innovation of students' seating design because the seating arrangement also affects learning outcomes so that there is an increase in students' learning outcomes. By applying this approach, learners' learning outcomes also improved. Keywords: educational game, TaRL, LKPD

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