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Publikasi Pendidikan
ISSN : 20882092     EISSN : 25486721     DOI : -
Core Subject : Education,
Publikasi Pendidikan (ISSN 2088-2092 Print, ISSN 2548-6721 Online) published an article in the form of the results of thought, research and community service education. The focus and scope of the published article is about basic education or elementary school related to the theory and practice of teaching and learning, curriculum development, learning materials, learning model, learning methods and instructional media. Publish 3 times in one year, in the last week of February, June and October
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Articles 14 Documents
Search results for , issue "Vol 13, No 2 (2023)" : 14 Documents clear
Pelatihan Aplikasi Google Classroom Pembelajaran Daring Pada Guru-Guru Sekolah Dasar Negeri 32 Pontianak Utara Firmansyah, Haris; Putri, Astrini Eka; Firmansyah, Andang; Chalimi, Ika Rahmatika; Wiyono, Hadi
Publikasi Pendidikan Vol 13, No 2 (2023)
Publisher : Universitas Negeri Makassar

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.26858/publikan.v13i2.34905

Abstract

Pemblajaran Daring menuntut guru untuk memanfaatkan teknologi dalam pembelajaran, salah satunya adalah google classroom namun tidak sedikit guru-guru yang belum mengetahui seluruh fitur pada aplikasi Google Classroom. Sebagaimana yang terjadi di SD Negeri 32 Pontianak Utara yang merupakan sekolah yang berada di wilayah perkotaan. Hanya sebagian guru-gurunya yang menggunakan google classroom. Kegiatan pertama yang dilakukan pada pengabdian kepada masyarakat yaitu dalam bentuk pelatihan dengan metode ceramah dilanjutkan dengan Tanya jawab,  diskusi dan praktek penggunaan aplikasi google classroom pada guru-guru SD Negeri 32 Pontianak Utara. Metode yang dilakukan dalam kegiatan ini terdiri: (1) Orientasi kegiatan PKM, yaitu pengenalan kegiatan pengabdian kepada masyarakat yang akan dilakukan kepada Kepala Sekolah dan guru-guru SD Negeri 32 Pontianak Utara. (2) Pelatihan, yaitu kegiatan interaktif dengan masyarakat sasaran untuk mengidentifikasi permasalahan, mendiskusikan pemecahan masalah, dan penjelasan materi yang terkait dengan Aplikasi Googe Classroom. Dan (3) Konsultasi atau pembimbingan penggunaan Aplikasi Google Classroom. Adapun hasil PKM ini yakni PKM ini diikuti 11 guru SDN Pontianak Utara, ketercapaian PKM dapat dikatakan terlaksanana secara baik, ini merujuk pada pemehaman guru setelah mengikuti pelatihan penggunaan aplikasi google classroom sebagai media pembelajaran daring. Guru lebih paham cara menggunakan dibandingkan sebelum pelaksanaan pelatihan.
PENGARUH POLA BELAJAR DAN GAYA BELAJAR TERHADAP MOTIVASI BERPRESTASI MAHASISWA Radja, Petrus Logo
Publikasi Pendidikan Vol 13, No 2 (2023)
Publisher : Universitas Negeri Makassar

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.26858/publikan.v13i2.42834

Abstract

ABSTRAKPengaruh Pola Belajar dan Gaya Belajar Terhadap Motivasi Berprestasi Mahasiswa. Penelitian ini bertujuan untuk mengetahui pengaruh pola belajar dan gaya belajar terhadap motivasi berprestasi mahasiswa semester III Program Studi Pendidikan Kristen Anak Usia Dini pada Institut Agama Kristen Negeri Kupang. Metode Penelitian yang digunakan dalam penelitian ini adalah Metode Penelitian Kuantitatif. Dengan sampel penelitain sebanyak 107 mahasiswa dari total 146 mahasiswa. Teknik pengambilan sampel menggunakan Teknik Cluster Random Sampling. Pengumpulan data dilakukan dengan menggunakan kuesioner pola belajar, kuesioner gaya belajar dan kuesioner motivasi berprestasi. Analisis data yang digunakan adalah analisis regresi linear sederhana. Hasil penelitian menunjukan bahwa pola belajar dan gaya belajar memiliki pengaruh terhadap  motivasi berprestasi sebesar 39 % dan sisanya  61 % dipengaruhi oleh variabel lain. Kata kunci: Pola Belajar; Gaya Belajar; Motivasi Berprestasi ABSTRACTThe Effect of Learning Patterns and Learning Styles on Student Achievement Motivation. This study aims to determine the effect of learning patterns and learning styles on achievement motivation of third semester students of the Early Childhood Christian Education Study Program at the Kupang State Christian Institute. The research method used in this research is quantitative research methods. With a research sample of 107 students from a total of 146 students. The sampling technique used the Cluster Random Sampling Technique. The data were collected using a learning pattern questionnaire, a learning style questionnaire and an achievement motivation questionnaire. The data analysis used is simple linear regression analysis. The results showed that learning patterns and learning styles had an influence on achievement motivation by 39% and the remaining 61% was influenced by other variables. Keywords: Learning Patterns; Learning Style; Achievement motivation
Pengembangan Media Pembelajaran Game Edukasi Berbasis Adobe Flash Pada Materi Operasi Hitung Campuran Sekolah Dasar Apriana, Dina; Kudsiah, Musabihatul; alwi, Mijahamuddin; Hakim, Arif rahman; Firdaus, Anugerah
Publikasi Pendidikan Vol 13, No 2 (2023)
Publisher : Universitas Negeri Makassar

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.26858/publikan.v13i2.33988

Abstract

         This development research aims to describe the steps to develop learning media for educational games based on Adobe Flash in the mixed arithmetic operation material for grade IV elementary schools that meet the criteria of validity, practicality and effectiveness. This research is a type of research and development (Research and Development), the steps are guided by the ADDEI model, namely: (1) Analysis, (2) Design, (3) Development, (4) Implementation, (5)Evaluation. The subjects of this study were 12 fourth grade students of SDN 5 Bungtiang. The instrument used to measure the validity of the Learning Media that was developed was an assessment questionnaire by material experts and media experts, to measure the practical aspects of the Adobe Flash-based Educational Game Learning Media. The validity of the Learning Media is assessed from the expert's assessment with a maximum score of 4 for each statement of the material expert getting a 90% ideal percentage and the media expert gets an ideal percentage of 87.5% which means valid, while the student response questionnaire to the Adobe Flash-Based Educational Game Learning Media gets a percentage ideal of 61% which means that it is interesting and the learning media for the Adobe Flash-based Educational Game developed are suitable for use in the learning process.
Sosialisasi Peranan Orang Tua Dalam Mitigasi Learning Loss Pada Anak Di Era Digital Siregar, Riadi Syafutra; Ghufronuddin, Ghufronuddin; Astutik, Dwi; Parahita, Bagas Narendra; Yuhastina, Yuhastina
Publikasi Pendidikan Vol 13, No 2 (2023)
Publisher : Universitas Negeri Makassar

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.26858/publikan.v13i2.37170

Abstract

The purpose of implementing PKM activities is to increase the knowledge and understanding of parents to be wiser in placing their role in mitigating learning loss in children in the digital era, providing an overview of the digital era, its characteristics, causes, impacts and skills to mitigate learning loss and effective learning strategies that can be given to children. It was carried out by outreach to 40 members of the PKK women's group RT 04/RW 06 Dusun Sawahan, Jaten, Karanganyar on July 17, 2022. The implementation of the activities was divided into six stages; Analysis of the problems and needs of parents, initial tests, delivery of material, discussions and questions and answers, and final tests. To deepen the material, participants were given the opportunity to express the problems faced in accompanying children's learning activities in the digital era. The results of this socialization program show an increase in parents' understanding and knowledge regarding mitigating learning loss in the digital era and fostering the enthusiasm of parents to participate in assisting children so that they are not affected by learning loss and trying to apply it in accompanying children's learning activities

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