cover
Contact Name
-
Contact Email
-
Phone
-
Journal Mail Official
-
Editorial Address
-
Location
Kota bandar lampung,
Lampung
INDONESIA
Jurnal Studi Sosial Program Pascasarjana P-IPS
Published by Universitas Lampung
ISSN : -     EISSN : -     DOI : -
Core Subject : Social,
Arjuna Subject : -
Articles 245 Documents
PENGEMBANGAN MODEL PEMBELAJARAN KOOPERATIF BEACH BALL GROUP INVESTIGATIONS UNTUK MENINGKATKAN KETERAMPILAN SOSIAL Miftakhul Khasanah; Trisnaningsih Trisnaningsih; Pargito Pargito
Jurnal Studi Sosial / Journal of Social Studies Vol 3, No 2 (2015): Jurnal Studi Sosial
Publisher : Faculty of Teacher Training and Education, University of Lampung

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

Abstract

The purposes of this research were to develop cooperative learning model Beach Ball Group Investigations to increase social skill and analyze the effectiveness of cooperative learning model Beach Ball Group Investigations. This research used Research and Development (R D). Colecting data were using questionnaires, interview, social skill observation and multiple choice questions test. Data were analyzed by using t- test and gain score to test the effectiveness of the product. The results of this research and development was cooperative learning model Beach Ball Group Investigations which can increase social skill, and the result data analysis showed that it was obtained coefficient value was greater than t table and the gain-score showed in good category, so that learning by using cooperative learning model Beach Ball Group Investigations was effectively to improve social skill.Penelitian ini bertujuan untuk menghasilkan produk berupa model pembelajaran kooperatif Beach Ball Group Investigations untuk meningkatkan keterampilan sosial dan mengetahui sejauh mana efektivitas model pembelajaran kooperatif Beach Ball Group Investigations pada mata pelajaran Ekonomi. Metode penelitian yang digunakan adalah Research and Development (RD). Teknik pengumpulan data menggunakan angket, wawancara, lembar penilaian pengamatan keterampilan sosial dan tes pilihan jamak. Teknik analisis data menggunakan t test dan n-gain untuk menguji efektivitas produk. Hasil penelitian ini menyimpulkan model pembelajaran kooperatif Beach Ball Group Investigations yang dapat meningkatkan keterampilan sosial siswa, dan hasil analisis ujicoba diperoleh nilai koofisien t hitung lebih besar dari t tabel, dan selisih nilai pretest-postes (n-gain) berada pada kategori baik sehingga pembelajaran dengan menggunakan model pembelajaran kooperatif Beach Ball Group Investigations efektif untuk meningkatkan keterampilan sosial.Kata kunci: beach ball group investigations, keterampilan sosial, model pembelajaran kooperatif, pengembangan
PENINGKATAN KETERAMPILAN SOSIAL DAN HASIL BELAJAR SISWA DENGAN MENGGUNAKAN METODE BERMAIN PERAN Marzius Insani; Pargito Pargito; Risma Margaretha Sinaga
Jurnal Studi Sosial / Journal of Social Studies Vol 3, No 3 (2015): Jurnal Studi Sosial
Publisher : Faculty of Teacher Training and Education, University of Lampung

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

Abstract

The aims of this research were to improve the social skill and students achievement by using role play method. The method which was used in this research was classroom action research. This research was conducted at SDN 1 Gedung Gumanti, Pesawaran and subject of research was students of grade V in the first semester in academic year 2014/2015. This research was conducted in 3 cycles. Data collecting technique used observation sheet, interview, and test data were analyzed using qualitative descriptive. The result showed that social skill of the students improved before cycle was 37,5%, after treatments in cycle III improved 86%, and average of student score had improvement from 43,5 before cycling, and 82,5 after treatment in cycle III. In short, role play method can be used as an interesting learning method for students so that it could be achieved the goal in learning like social skill and students achievement.Tujuan penelitian ini adalah meningkatkan keterampilan sosial dan hasil belajar siswa dengan metode bermain peran (role playing). Metode penelitian yang digunakan adalah Penelitian Tindakan Kelas. Penelitian tindakan dilaksanakan di SD Negeri 1 Gedung Gumanti Kabupaten Pesawaran dengan subyek penelitian siswa kelas V semester ganjil tahun pelajaran 2014/2015. Penelitian dilaksanakan dalam tiga siklus. Teknik pengumpulan data menggunakan teknik lembar observasi, lembar wawancara, dan tes. Data dianalisis secara deskriptif kualitatif. Hasil penelitian keterampilan sosial siswa mengalami peningkatan dari sebelum tindakan siklus sebesar 37,5%, setelah tindakan siklus III meningkat menjadi 86% dan rata-rata hasil belajar siswa mengalami peningkatan dari sebelum tindakan siklus sebesar 43,5, setelah tindakan siklus III meningkat menjadi 82,5. Kesimpulannya metode bermain peran dapat dikemas menjadi pembelajaran yang sangat menarik oleh siswa sehingga dapat mengasilkan tujuan pembelajaran yang diinginkan salah satunya adalah keterampilan sosial dan hasil belajar siswa.Kata kunci: bermain peran, hasil belajar, keterampilan sosial
MEDIA PICTURE IN THE BOX UNTUK MENINGKATKAN HASIL BELAJAR PADA PEMBELAJARAN IPS Dian Afuarita; Sudjarwo Sudjarwo; Trisnaningsih Trisnaningsih
Jurnal Studi Sosial / Journal of Social Studies Vol 3, No 2 (2015): Jurnal Studi Sosial
Publisher : Faculty of Teacher Training and Education, University of Lampung

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

Abstract

This research aimed to produce visual media which was an image packaged in media card that is named Picture in The Box and to know the extent of effectiveness of media Picture in The Box in Social Studies learning. The research method used was Research and Development. The result of the development research concluded that, (1) the assessment from media expert, content expert, teaching-learning expert and students toward the product developed had relevant criteria, good, appropriate, precise, clear, harmonious, attractive, easy to use, and help the learning process of Social Studies and was stated fit to use; (2) the result of product trial of media Picture in The Box developed got the conclusion that the average of learning result in experimental class which used media Picture in The Box was higher than control class which not used Picture in The Box media.Penelitian ini bertujuan menghasilkan produk media visual berupa gambar dikemas dalam bentuk kartu diberi nama media Picture in The Box dan untuk mengetahui sejauh mana efektifitas media Picture in The Box dalam pembelajaran IPS. Metode penelitian yang digunakan adalah Research and Development. Hasil penelitian pengembangan ini menyimpulkan bahwa, (1) penilaian ahli media, ahli materi, ahli proses pembelajaran, dan peserta didik terhadap produk yang dikembangkan memiliki kriteria relevan, baik, sesuai, tepat, jelas, serasi, menarik, mudah digunakan, dan membantu dalam proses pembelajaran, maka dinyatakan layak digunakan; (2) hasil uji coba produk media Pictrue in The Box yang dikembangkan diperoleh kesimpuan bahwa rata-rata hasil belajar kelas eksperimen yang menggunakan media Picture in The Box lebih tinggi dari pada kelas kontrol yang menggunakan media bukan Picture in The Box.Kata kunci: media picture in the box, pembelajaran ips, pengembangan
PENGARUH MODEL MAKE A MATCH TERHADAP HASIL BELAJAR GEOGRAFI Agung Prihatmojo; Darsono Darsono; Sumadi Sumadi
Jurnal Studi Sosial / Journal of Social Studies Vol 3, No 2 (2015): Jurnal Studi Sosial
Publisher : Faculty of Teacher Training and Education, University of Lampung

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

Abstract

The aims of the study were to know and analyze (1) the increasing of the Geography learning result make a match learning model (2) the influence of make a match learning model toward the Geography learning result. The design of this study used pre experiment by using one group pretest-posttest design. The collecting technique of the data used observation and test. The study used independent variable consisted of several steps, they are organizing, make a match, questioning, answering, and evaluating, while dependent variable in this study were pretest and posttest. The result of this study showed that (1) the increasing of the result of student learning from the counting N-gain showed that gain 0,412 on the classification based on Hake was classified as moderate. (2) the result of tcount ttabel is gotten tcount make a match learning model about 6.781 Ttabel and probability (sig) is 0,000 0,05.Penelitian ini bertujuan untuk mengetahui dan menganalisis (1) peningkatan hasil belajar Geografi menggunakan model pembelajaran make a match (2) pengaruh model pembelajaran make a match terhadap hasil belajar Geografi. Desain penelitian yang digunakan adalah pre eksperimen dengan menggunakan rancangan metode One Group Pretest Posttest Design. Teknik pengumpulan data menggunakan metode observasi, dan tes. Penelitian ini menggunakan dua variabel yaitu variabel bebas (X) terdiri dari beberapa tahap yaitu organizing, make a match, questioning, answering dan evaluating. Sedangkan variabel terikat (y) adalah soal pretest dan posttest. Hasil penelitian menunjukkan bahwa (1) peningkatan hasil belajar siswa dari perhitungan N-gain menunjukkan bahwa gain 0,412 pada klasifikasi menurut Hake menunjukkan klasifikasi sedang. (2) hasil thitung ttabel. Diperoleh thitung model pembelajaran make a match sebesar 6.781 ttabel sebesar 1,986 dan probabilitas (sig.) ternyata 0,000 0,05.Kata kunci: geografi, make a match, model pembelajaran
INSTRUMEN PENILAIAN OTENTIK PETASAN GALAU PADA MATA PELAJARAN PRAKARYA KEWIRAUSAHAAN Endah Febriana Maryanti; Eddy Purnomo; Pujiati Pujiati
Jurnal Studi Sosial / Journal of Social Studies Vol 3, No 4 (2015): Jurnal Studi Sosial
Publisher : Faculty of Teacher Training and Education, University of Lampung

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

Abstract

The aims of research were to produce software instrument of authentic assessment by peers techniques in entrepreneurship subject, and to analyze the effectiveness of using Petasan Galau software. This research was research and development (R and D) by Borg and Gall which were divided into three steps; preliminary, developing, and evaluating. Data were collected using a grading scale and was analyzed descriptively and quantitatively. The results showed that Petasan Galau software can be used as an instrument for authentic assessment in entrepreneurship subject, and the effective product used as an assessment instrument with average value of 3,55 by very effective criteria. The psycomotoric scores of the students meet the criteria very effective on the concurrent validity 0,955 for XI TKJ 1 and 0,902 for XI TKJ 2. Tujuan penelitian ini adalah menghasilkan software instrumen penilaian otentik dengan teknik penilaian antarteman pada mata pelajaran Prakarya Kewirausahaan, dan menganalisis tingkat efektivitas penggunaan software Petasan Galau. Penelitian ini merupakan penelitian pengembangan (Research and Development) Borg and Gall yang dibagi dalam tiga tahapan yaitu pendahuluan, pengembangan dan evaluasi. Data dikumpulkan menggunakan skala penilaian dan dianalisis secara deskriptif kuantitatif. Hasil penelitian ini menunjukkan bahwa software PETASAN GALAU dapat digunakan sebagai instrumen penilaian otentik pada mata pelajaran Prakarya Kewirausahaan dan produk efektif digunakan sebagai instrumen penilaian dengan nilai rata-rata 3,55 sehingga memenuhi kriteria sangat efektif. Hasil nilai keterampilan peserta didik memenuhi kriteria sangat baik pada validitas konkuren dengan koefisien korelasi sebesar 0,955 untuk kelas XI TKJ 1 dan 0,902 untuk kelas XI TKJ 2.Kata kunci: instrumen penilaian otentik, software, prakarya kewirausahaan
PERANAN GURU IPS DALAM PEMBENTUKAN KARAKTER PESERTA DIDIK Dian Handayani ST; Pargito Pargito; Sudjarwo Sudjarwo
Jurnal Studi Sosial / Journal of Social Studies Vol 3, No 3 (2015): Jurnal Studi Sosial
Publisher : Faculty of Teacher Training and Education, University of Lampung

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

Abstract

This research aimed to examine the role of social studies teachers in the character formation of students as well as factors that affect the teacher's role in shaping the character of students. The method used was qualitative with phenomenological approach. The research showed the role of social studies teachers as educators was realized by directing talents and abilities of learners, being responsible and realizing authority. IPS teachers as teacher was realized by planning and implementing learning. IPS teachers as role model is embodied in exemplary performances, social, and environmental stewardship. IPS teacher as trainer was realized by building awareness of learners, do characters that are taught together with teachers and learners.Penelitian ini bertujuan mengkaji peran guru IPS dalam pembentukan karakter peserta didik serta faktor yang mempengaruhi peran guru dalam pembentukan karakter peserta didik. Metode yang digunakan adalah kualitatif dengan pendekatan fenomenologi. Hasil penelitian menyatakan peran guru IPS sebagai pendidik diwujudkan dengan mengarahkan bakat dan kemampuan peserta didik, bertanggung jawab dan mewujudkan kewibawaan. Guru IPS sebagai pengajar diwujudkan dengan merencanakan serta melaksanakan pembelajaran. Guru IPS sebagai teladan diwujudkan dalam keteladanan penampilan, pergaulan, dan kepedulian terhadap lingkungan. Guru IPS sebagai pelatih diwujudkan dengan membangun kesadaran peserta didik, melakukan karakter yang diajarkan bersama guru dan peserta didik.Kata kunci: guru ips, pembentukan karakter, peran guru
PENINGKATAN SIKAP SOSIAL DAN HASIL BELAJAR IPS SD MELALUI MODEL SNOWBALL THROWING Leny Marlina; Pargito Pargito; Darsono Darsono
Jurnal Studi Sosial / Journal of Social Studies Vol 3, No 2 (2015): Jurnal Studi Sosial
Publisher : Faculty of Teacher Training and Education, University of Lampung

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

Abstract

The objectives of this research were describing the use of model Snowball Throwing model to improve social skill in studying IPS, and to increase students achievement. The type of research was classroom action research. Data analizing consisted of validation stages, data reduction, data display and data verification. Based on the results of the data analysis and discussion, it can be concluded as follows: (1) learning with picture and picture method can increase student activity. It can be seenfrom the average percentage of students social skill increased by first cycle 69,84 to 76,88% in the second cycle and 81,02 % in the third cycle. (2) Learning by using Snowball Throwing model can increase students achievement. It can be seen from the increase in the percentage of students achievement increased by 74,19 % in the first cycle to 80,65 % in the second cycle, 87,10 in the third cycle.Tujuan dilaksanakannya penelitian ini antara lain: untuk mendeskripsikan penggunaan model Snowball Throwing meningkatkan sikap sosial dalam pembelajaran IPS, meningkatkan hasil belajar siswa dalam pembelajaran IPS. Jenis penelitian ini adalah Penelitian Tindakan Kelas. Analisis data meliputi tahapan pemvalidasian, reduksi data, menampilkan data dan verifikasi data. Berdasarkan hasil analisis data dan pembahasan diperoleh kesimpulan sebagai berikut: (1) Pembelajaran dengan model Snowball Throwing dapat meningkatkan sikap sosial siswa kelas. Hal ini dapat dilihat dari rata-rata persentase sikapsosial siswa meningkat dari siklus I sebesar 69,84% menjadi 76,88 % pada siklus II dan pada siklus III 81,02. (2) Pembelajaran menggunakan model Snowball Throwing dapat meningkatkan hasil belajar siswa. Hal ini dapat dilihat dari peningkatan persentase hasil belajar siswa meningkat dari 74,19 % pada siklus 1 menjadi 80,65 % pada siklus II, 87,10 % pada siklus III.Kata kunci: hasil belajar, model snowball throwing, sikap sosial
EFEKTIVITAS PEMBELAJARAN KOOPERATIF MAKE A MATCH DIBANDINGKAN LKS DALAM PENGUASAAN KONSEP AKUNTANSI Siti Latifah; Sudjarwo Sudjarwo; Pargito Pargito
Jurnal Studi Sosial / Journal of Social Studies Vol 3, No 3 (2015): Jurnal Studi Sosial
Publisher : Faculty of Teacher Training and Education, University of Lampung

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

Abstract

This quasi experimental research aimed to know the interactions between learning models and initial abilities. The mean differences of concept masteries and work sheets with initial ability, learning model that is more effective beetwen make a match and students worksheet in improving accounting concept. Technique used was Cluster Sampling Technique. Pre test determined groups of initial abilities, and post test of concept mastery of accounting improvement. The results interactions between learning models and initial abilities indicate 0.002 0.05, h0 is rejected; Mean high initial abilities concept masteries indicate 0,009 0,05 h0 is rejected, midle 0,564 0,05 H0 be accepted, low 0,006 0,05 h0 is rejected. Make a match is more effective. The conclusion improvement of accounting concept mastery with make a match learning is higher for high and low initial ability, while in the work sheet improvement is higher in the middle initial ability.Penelitian quasi eksperimen bertujuan untuk mengetahui interaksi model pembelajaran dengan kemampuan awal; perbedaan mean penguasaan konsep make a match dan LKS dengan kemampuan awal; model pembelajaran yang lebih efektif antara make a match dan LKS dalam meningkatkan penguasaan konsep akuntansi. Pengumpulan data yang digunakan adalah Teknik Cluster Random Sampling. Pre test menentukan kelompok kemampuan awal, post test peningkatan penguasaan konsep. Hasil interaksi antar model pembelajaran kemampuan awal 0,002 0,05, H0 ditolak. Mean penguasaan konsep antar model kemampuan awal tinggi 0,009 0,05 H0 ditolak, sedang 0,564 0,05 H0 diterima, rendah 0,006 0,05 H0 ditolak. Make a match lebih efektif. Disimpulkan tanpa memperhatikan kemampuan awal, peningkatan penguasaan konsep make a match lebih tinggi dari LKS. Memperhatikan kemampuan awal, peningkatan penguasaan konsep make a match lebih tinggi kemampuan tinggi dan rendah, LKS lebih tinggi kemampuan sedang.Kata kunci: lks, make a match, penguasaan konsep
PENINGKATAN AKTIVITAS HASIL BELAJAR PKN MENGGUNAKAN MODEL PERMAINAN ULAR TANGGA KARTU SOAL Dwi Istiyani; Sudjarwo Sudjarwo; M. Thoha B.S. Jaya
Jurnal Studi Sosial / Journal of Social Studies Vol 3, No 3 (2015): Jurnal Studi Sosial
Publisher : Faculty of Teacher Training and Education, University of Lampung

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

Abstract

This study aimed to analyze the differences of learning activity for students by using a model of snake-ladder game and card question, analyze the differences of learning outcomes for students by using a model of snake-ladder game and card question, analyze the increasing of learning outcomes which learning was using models of snake-ladder game and card question compared to talkingsticks learning model. This study used quantitative approach with experimental methods that researchers can divide an existing group without distinguishing between control and experimental. The results of this study concluded that there was a difference in learning activity of civic education by using a model of snake-ladder game and card question. There was a learning outcomes difference of civic education by using a model of snake-ladder game and card question. There was an increasing of learning outcomes which learning was using snake-ladder game and card question models than talkingsticks learning model.Penelitian ini bertujuan untuk menganalisis perbedaan aktivitas belajar PKN yang pembelajarannya menggunakan model permainan ular tangga dan kartu soal. Menganalisis perbedaan hasil belajar PKN yang pembelajarannya menggunakan model permainan ular tangga dan katu soal. Menganalisis peningkatan hasil belajar yang pembelajarannya menggunakan model permainan ular tangga dan kartu soal dibandingkan dengan model pembelajaran talkingstick. Penelitian ini menggunakan pendekatan kuantitatif dengan metode eksperimen. Hasil penelitian ini menyimpulkan bahwa ada perbedaan aktivitas belajar PKN yang pembelajarannya menggunakan model permainan ular tangga dan kartu soal dengan talkingstick. Ada perbedaan hasil belajar PKN yang pembelajarannya menggunakan model permainan ular tangga dan kartu soal dengan talkingstick. Ada peningkatan hasil belajar yang pembelajarannya menggunakan model permainan ular tangga dan kartu soal daripada model pembelajaran talkingstick.Kata kunci: aktivitas belajar, hasil belajar, kartu soal, ular tangga
PENGEMBANGAN PEMBELAJARAN GEOGRAFI MELALUI MEDIA KARTU UNO Desy Mauliya; M.Thoha B.S Jaya; Darsono Darsono
Jurnal Studi Sosial / Journal of Social Studies Vol 3, No 2 (2015): Jurnal Studi Sosial
Publisher : Faculty of Teacher Training and Education, University of Lampung

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

Abstract

This research aimed to produce a product in the from of card media that can increase the activity and student learning outcomes, and analyze the effectiveness of using card media in Geography teaching in high school. This research approach was the approach of Research and Development by using a development design of Dick and Carey. The final product of this research is learning development through the medium of Uno cards that have been evaluated by experts materials, instructional media experts, as well as a limited test. This research and development to produce media Uno card was developed based on the results of the analysis of the needs of students, as a medium of learning that can improve student learning out comes and can be used in teaching Geography in senior higt school, and media card Uno effective in improving student achievement seen from the improvement of student learning outcomes or an increased number of students who complete the KKM.Penelitian ini bertujuan menghasilkan suatu produk berupa media kartu yang dapat meningkatkan motivasi dan hasil belajar siswa, serta menganalisis efektifitas penggunaan media kartu pada pembelajaran Geografi di SMA. Pendekatan penelitian ini adalah pendekatan Research and Development dengan menggunakan desain pengembangan Dick and Carey. Produk akhir penelitian ini berupa media pembelajaran yang telah dievaluasi oleh ahli materi, ahli desain model pembelajaran, serta uji terbatas. Penelitian pengembangan ini menghasilkan (1) media kartu UNO dikembangkan berdasarkan hasil analisis kebutuhan (need assessement) siswa, sebagai media pembelajaran yang dapat meningkatkan hasil belajar siswa dan dapat digunakan pada pembelajaran Geografi di SMA, dan (2) media kartu UNO efektif dalam meningkatkan prestasi belajar siswa dilihat dari peningkatan hasil belajar siswa atau peningkatan jumlah siswa yang tuntas KKM.Kata kunci: aktivitas belajar, hasil belajar geografi, media kartu uno