cover
Contact Name
Holy Ichda Wahyuni
Contact Email
j-ses@um-surabaya.ac.id
Phone
+62895395084904
Journal Mail Official
j-ses@um-surabaya.ac.id
Editorial Address
https://journal.um-surabaya.ac.id/J-SES/EditorialTim
Location
Kota surabaya,
Jawa timur
INDONESIA
J-SES : Journal of Science, Education, and Studies
ISSN : -     EISSN : 29855616     DOI : -
Core Subject : Education,
J-SES: Journal of Science, Education and Studies merupakan jurnal ilmiah yang diterbitkan oleh Fakultas Keguruan dan Ilmu Pendidikan Universitas Muhammadiyah Surabaya. Jurnal ini berfokus pada karya ilmiah hasil penelitian dan artikel ilmiah tentang ilmu pendidikan dan pembelajaran. J-Ses terbit tiga kali dalam satu tahun, yakni pada Bulan April, Agustus, dan Desember.
Articles 109 Documents
Pembelajaran Kolaboratif Menulis Teks Rekon Berbantuan Media Padlet Sebagai Sarana Latihan Siswa Kelas IX SMPM 1 Surabaya Reka, Arras
J-SES : Journal of Science, Education and Studies Vol 3 No 3 (2024): Jurnal J-SES Vol 3 No 3
Publisher : Universitas Muhammadiyah Surabaya

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.30651/jses.v3i3.24691

Abstract

Penelitian ini bertujuan untuk mnenggambarkan penerapan pembelajaran kolaboratif menulis teks rekonstruktif berbantuan media Padlet sebagai sarana latihan bagi siswa kelas IX di SMPM 1 Surabaya. Metode yang digunakan dalam penelitian ini adalah kualitatif deskriptif, yang bertujuan untuk memahami dan mendeskripsikan fenomena pembelajaran yang terjadi, serta menganalisis dampaknya terhadap keterampilan menulis siswa. Data dikumpulkan melalui wawancara dengan siswa dan guru, observasi selama proses pembelajaran, serta dokumentasi hasil tulisan siswa yang diposting di Padlet. Hasil penelitian menunjukkan bahwa pembelajaran kolaboratif ini berhasil meningkatkan keterlibatan siswa dalam proses menulis. Penelitian ini menunjukkan bahwa pembelajaran kolaboratif berbantuan media Padlet dapat menjadi alternatif yang efektif untuk meningkatkan keterampilan menulis siswa, serta memperkenalkan mereka pada penggunaan teknologi dalam proses pembelajaran.
Analisis Pengaruh Penggunaan Media Kahoot Terhadap Motivasi Belajar Siswa Di SMP Muhammadiyah 1 Surabaya Hayati, Nur
J-SES : Journal of Science, Education and Studies Vol 3 No 3 (2024): Jurnal J-SES Vol 3 No 3
Publisher : Universitas Muhammadiyah Surabaya

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.30651/jses.v3i3.24697

Abstract

Mathematics learning is often considered complex, requiring strategies to enhance students' motivation and understanding. Technology-based learning media, such as Kahoot, offers a promising solution. This study aims to analyze the impact of using Kahoot on students' learning motivation at SMP Muhammadiyah 1 Surabaya. Using a qualitative method, data were collected through observation, interviews, and documentation. The results show that Kahoot increases students' enthusiasm and engagement in learning, creates an enjoyable learning atmosphere, and strengthens interactions between students and teachers. However, challenges such as device limitations and internet stability were identified. This study concludes that Kahoot is an effective interactive learning medium that can boost students' learning motivation when supported by adequate infrastructure. Keywords: Kahoot, Learning Motivation, Mathematics Learning, Educational Technology, Interactive Media
Pengaruh Pembelajaran Teks Rekon Terhadap Kemampuan Menulis Siswa Kelas IX rozi, Moh Fakhrur; Edhi Wicalsono, Purnama
J-SES : Journal of Science, Education and Studies Vol 4 No 1 (2025): Jurnal J-SES Vol 4 No 1
Publisher : Universitas Muhammadiyah Surabaya

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.30651/jses.v4i1.24698

Abstract

Abstract: This research aims to determine the effect of learning rekon texts on the writing abilities of class IX students. The research method used was quasi-experimental with a pretest-posttest design. The research subjects consisted of 30 class IX students at SMP Negeri Data were analyzed using statistical tests to measure significant differences between writing abilities before and after learning. The research results show that rekon learning texts have a significant positive influence on students' writing abilities, especially in mastering text structure and using appropriate language. Thus, rekon texts can be used as an effective medium in learning Indonesian at the junior high school level. Keywords: recon text, writing ability, learning, class IX students, quasi-experiment
Engaging Minds: The Impact of Project-Based Learning in Junior High Education at SMPM 1 Surabaya Rachmanetha, Dizzy Vreda
J-SES : Journal of Science, Education and Studies Vol 4 No 1 (2025): Jurnal J-SES Vol 4 No 1
Publisher : Universitas Muhammadiyah Surabaya

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.30651/jses.v4i1.24700

Abstract

This article examines project-based learning’s (PBL) transformative potential as a teaching method for junior high students at SMPM 1 Surabaya. By prioritizing active participation and teamwork, PBL enhances students’ critical thinking, problem-solving abilities, and motivation. The study reviews existing research, analyzes PBL’s implementation at SMPM 1 Surabaya, and discusses its influence on students’ academic performance and essential life skills. The findings reveal that PBL not only strengthens students’ academic achievements but also equips them with competencies required to meet future challenges.
Optimalisasi Pemahaman Siswa terhadap Materi Sistem Pernapasan melalui Media Poster Interaktif Berbasis Canva Pada Siswa SMP Muhammadiyah 1 Surabaya rendi, muhammad
J-SES : Journal of Science, Education and Studies Vol 3 No 3 (2024): Jurnal J-SES Vol 3 No 3
Publisher : Universitas Muhammadiyah Surabaya

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.30651/jses.v3i3.24740

Abstract

This research aims to improve students' understanding of respiratory system material through the use of Canva-based interactive poster media. The method used is Classroom Action Research (PTK) with the Kemmis and McTaggart model which consists of four stages: planning, action, observation, and reflection. The subject of the study was a grade VIII student of SMP Muhammadiyah 1 Surabaya. The results showed that the use of Canva-based posters significantly showed an average increase in comprehension by 20 points or 33.3% and an average increase in learning outcomes of 15 points or 21.4% indicating that PTK could significantly improve the quality of learning. The study also identified several constraints, such as device and time limitations. This obstacle is overcome through intensive guidance and more flexible timing. Overall, the results of this study show that Canva-based poster media is effective in improving students' understanding, their engagement in learning, and motivation to learn. These findings support the use of digital-based media as an innovative solution in science learning.
Analisis Keaktifan Belajar Siswa Menggunakan Model Pembelajaran Problem Based Learning (PBL) Berbantuan Media Kahoot! pada Pembelajaran Matematika sI SMAM 7 Surabaya Maulina, Veny
J-SES : Journal of Science, Education and Studies Vol 3 No 3 (2024): Jurnal J-SES Vol 3 No 3
Publisher : Universitas Muhammadiyah Surabaya

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.30651/jses.v3i3.24757

Abstract

: This study aims to analyze the use of Kahoot! in the Problem Based Learning (PBL) learning model on student learning activity in class XI-2 SMAM 7 Surabaya. This study uses a qualitative descriptive method with data collection techniques through observation and interviews. The research subjects consisted of 22 students who participated in learning using Kahoot!. The results of the study show that the use of Kahoot! can increase student learning activity, with the aspect of writing and emotional activities obtaining the highest percentage of 91%, followed by visual and mental aspects 89%, listening activities 86%, and oral activities 80%. These findings show that Kahoot! Not only does it help students understand the material in a more fun way, but it also encourages them to participate more actively in learning. Keywords: Active Learning, Kahoot!, Problem Based Learning (PBL)
Peningkatan Kemampuan Pemecahan Masalah Melalui Model PBL pada Materi Pengurangan Kelas 3 SDN Kauman 1 Putri Marhaeni, Aurila; Restian, Arina; Nur Kumalasari, Ratna
J-SES : Journal of Science, Education and Studies Vol 4 No 1 (2025): Jurnal J-SES Vol 4 No 1
Publisher : Universitas Muhammadiyah Surabaya

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.30651/jses.v4i1.26237

Abstract

This study aims to analyze the improvement of problem-solving skills in 3C grade students at SDN Kauman 1 through the implementation of the Problem-Based Learning (PBL) model on subtraction of whole numbers. The research employs a quantitative approach with a classroom action research (CAR) design conducted in two cycles. Data were collected through observation, diagnostic and formative assessment tests, interviews, and documentation. The findings reveal that the implementation of PBL enhances students' problem-solving skills, as evidenced by the increase in the average pre-test score from 55.32 to 78.46 in the post-test. Moreover, PBL positively influences students' interest and motivation in learning. The use of technology, visual media, and problem-based games creates an engaging, interactive, and relevant learning experience for students. The application of PBL involving group collaboration, peer teaching, and concrete media also strengthens students' understanding of the material. Overall, this study demonstrates that PBL is effective in improving the quality of mathematics learning in elementary schools.
Penerapan Model PBL Berbasis Permainan Edukatif untuk Meningkatkan Kemampuan Penyelesaian Masalah Matematika Kelas 1C SDN Kauman Safa'ah, Fitriani; Restian, Arina; Kumalasari, Ratna Nur
J-SES : Journal of Science, Education and Studies Vol 4 No 1 (2025): Jurnal J-SES Vol 4 No 1
Publisher : Universitas Muhammadiyah Surabaya

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.30651/jses.v4i1.26238

Abstract

This study aims to analyze the application of the Problem Based Learning (PBL) model based on educational games in improving mathematics problem solving skills in class 1C students at SDN Kauman 1 Malang City. This research approach uses descriptive qualitative methods with data collection techniques in the form of observation, interviews, and documentation. The results showed that the application of PBL based on educational games can significantly improve students' ability to identify, formulate, and solve mathematical problems. This model also increases motivation, participation, and critical thinking and collaboration skills among students. Educational games that are designed to help students understand mathematical concepts in a real context can also create fun and meaningful learning, in line with constructivist learning theory. Obstacles such as differences in student understanding and time constraints can be overcome with intensive assistance and simplification of the games. This study also concluded that PBL based on educational games is an innovative approach that is effective in improving problem solving skills and student engagement.
Penerapan Model PBL Menggunakan Origami untuk Meningkatkan Kemampuan Pemecahan Masalah Kelas 2C SDN Kauman 1 Malang Oktaviani, Mela; Restian, Arina; Kumalasari, Ratna
J-SES : Journal of Science, Education and Studies Vol 4 No 1 (2025): Jurnal J-SES Vol 4 No 1
Publisher : Universitas Muhammadiyah Surabaya

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.30651/jses.v4i1.26239

Abstract

Mathematics at the elementary level is often faced with challenges in real-life problem-solving, including the understanding of plane shapes. The application of the Problem-Based Learning (PBL) approach can help students develop problem-solving skills more effectively. This classroom action research aimed to implement PBL using origami as a medium and evaluate its impact on problem-solving skills in class 2C of SDN Kauman 1 Malang, consisting of 27 students. The research was conducted in two cycles, each comprising several meetings. The results showed a significant improvement in students' problem-solving skills, with the average score increasing from the pre-cycle stage to the first cycle and then to the second cycle. The implementation of PBL with origami proved to help students understand plane shape concepts through an enjoyable and creative approach.
Analisis Kreativitas Peserta Didik pada Materi Bangun Ruang Model Pembelajaran PJBL di SDN Kauman 1 Malang NURAINI, AMANDA DEFI; Restian, Arina; Ismanto, Puguh Hadi
J-SES : Journal of Science, Education and Studies Vol 4 No 1 (2025): Jurnal J-SES Vol 4 No 1
Publisher : Universitas Muhammadiyah Surabaya

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.30651/jses.v4i1.26241

Abstract

This study aims to implementation of the Project-Based Learning (PjBL) model in enhancing students' creativity in understanding the material of spatial geometry in class 6C at SDN Kauman 1 Malang. PjBL was chosen as it is believed to effectively foster creativity, collaboration, and problem-solving skills. This research adopts a qualitative approach, which includes direct observation, in-depth interviews, and documentation of students' work. The findings indicate that the implementation of PjBL effectively develops students' creativity, particularly in terms of imagination, shape analysis, and collaboration skills. Overall, this model has a positive impact on the mathematics learning process in class 6C.

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