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Journal of Educational Science and Technology
ISSN : 24601497     EISSN : 24773840     DOI : -
Jurnal EST mempublikasikan artikel hasil penelitian bidang studi kependidikan, yang berhubungan dengan belajar dan pembelajaran, teori dan praktik pendidikan, kebijakan pendidikan, pengembangan kurikulum dan materi pembelajaran, pendidikan budaya dan karakter bangsa, pendidikan guru, teknologi dan media pembelajaran, dan kegiatan lainnya yang relevan. Untuk itu diundang berbagai penulis artikel dari dalam dan luar negeri
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Articles 13 Documents
Search results for , issue "Volume 6 Number 1 April 2020" : 13 Documents clear
The Development Of Hypnotherapy Based - Interpersonal Communication Model For Students Suffered From Game Addiction Imma Rachayu; Azizatul Banat
Journal of Educational Science and Technology (EST) Volume 6 Number 1 April 2020
Publisher : Universitas Negeri Makassar

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.26858/est.v6i1.10707

Abstract

The purpose of this study is to produce a hypnotherapy-based interpersonal communication model for students who have contracted online games to improve the students' academic achievement at PTIK Dehasen University Bengkulu. The research method was used in development research with limited trials. The results of this limited trial, had aspects determined to state that the hypnotherapy-based interpersonal communication model developed is effective, efficient and practical have been fulfilled, then the development cycle to get an effective, efficient and practical therapy model has ended. This study can be concluded that the hypnotherapy-based communication model is able to reduce the level of online game addiction gradually and consistently, and can influence students' attitudes, opinions and behavior in a dialogic manner and have a positive impact of mental relaxation and a continuous learning spirit so that student academic achievement can increase significantly.
Analysis of Students’ Multiple representation-based Problem - solving Skills Army Al Islami Ali Putra; Nonoh Siti Aminah; Ahmad Marzuki
Journal of Educational Science and Technology (EST) Volume 6 Number 1 April 2020
Publisher : Universitas Negeri Makassar

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.26858/est.v6i1.11196

Abstract

This study aims to analyze the profile of students’ problem - solving skills based on multiple representation in senior high school. Problem - solving skills in solving multiple representation are very important in learning Physics. The subjects of this study were 101 students of class XII MAN 1 Ngawi. The method used in this research was quantitative descriptive method. Indicators of the problem - solving abilities that were used included approaches, visuals, applications, and procedures. The types of representation in this research instrument were verbal, figures, graphic and mathematic. The results showed that the problem - solving skills related to the indicator of approach with the form of multiple representation questions got percentages of 36% (verbal), 42% (figural), 24% (graphical), and 43% (mathematical). The visual indicators showed the percentages of 44, 29, 38, and 0 for verbal, figural, graphical, and mathematical respectively. Then the indicators of procedures obtained 36% for the verbal, 30% for the figures, 35% for the graphics, and 0% for the mathematics. Thus, it can be concluded that problem - solving skills possessed by students are different in terms of the percentage each indicator got in the multiple representation test.
Testing Of The Validity of Interactive Learning Module on Creative and Entrepreneurs Learning Products Rini Sefriani; Indra Wijaya; Menrisal Menrisal; Muharika Dewi
Journal of Educational Science and Technology (EST) Volume 6 Number 1 April 2020
Publisher : Universitas Negeri Makassar

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.26858/est.v6i1.10277

Abstract

This study aims to determine the level of validity of Interactive Learning Modules in Creative Product and Entrepreneurship Subjects in Vocational Schools. The method used in this research is the 4-D Research and Development method. The steps of this research and development method are: (1) define, (2) design, (3) develop, and (4) assess. Based on research that has been done, the average value of the validator test assessment of the Creative Learning and Entrepreneurship Interactive learning module is 91.92%, so that the level of validity can be interpreted very validly used. In conclusion, based on the assessment and input from experts that the Interactive Learning Module on the subject of Creative Products and entrepreneurship in High Schools and Vocational Schools is feasible to be used in learning Creative Products and Entrepreneurship in Vocational High Schools.  

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