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Development of Learning Models for Post-Earthquake Elementary School Students: Preliminary Studies Ucu Rahayu; Leonard R. Hutasoit; Mestika Sekarwinahyu; Tri Wahyuningsih; Dyah Aniza Kismiati; Danang Budi Setyawan; Dola Suciana
Jurnal Penelitian Pendidikan IPA Vol 9 No 12 (2023): December
Publisher : Postgraduate, University of Mataram

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.29303/jppipa.v9i12.6325

Abstract

Disasters including earthquakes can traumatize people, especially children. One of the impacts is impaired concentration, making it difficult for children to learn or study. Hopefully, the right learning model can help students continue to participate in learning and heal the trauma. To find out this learning model, it is necessary to carry out a process of characterizing students in post-disaster areas. Based on the results of questionnaires and interviews with teachers and students in post-disaster areas, it is known that some students are still experiencing trauma, as indicated by 51.80% of students still having difficulty concentrating on studying. It is also known that the learning style of most students is auditory because 91.10% of students learn happier when they hear the teacher telling stories. Furthermore, student’s learning styles are visual as shown by 83.90% of students enjoying reading, 80.4% of students enjoying seeing pictures, and 57.10% enjoying seeing animations. Judging from the tendency for collaboration, students prefer to study in groups. Based on these characteristics, students enjoy learning with active, interactive, and fun activities, so the AICEF learning model can be an alternative that can be used as a learning model for elementary school students in post-earthquake areas
PENERAPAN METODE PROJECT BASED LEARNING DALAM MENINGKATKAN PEMAHAMAN DAN HASIL BELAJAR SISWA KELAS VII Danang Budi Setyawan; Sukomiarti Sukomiarti; Zulfikri Zulfikri
IBERS : Jurnal Pendidikan Indonesia Bermutu Vol 3 No 1 (2024): IBERS: Jurnal Pendidikan Indonesia Bermutu - Juni 2024
Publisher : Yayasan Indonesia Bermutu

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.61648/ibers.v3i1.107

Abstract

The learning process is very influences of appropriate learning method that are adapted to the material and condition of thr students. In this research the writer applied the Project Based Learning method which aims to improve students understanding and learning outcomes in Ecosystem material. The sample used in this research were 35 students in class VII of SMPN 4 Tanjungpinang. The results of data analysis, it was obtained the percentage of understanding and student learning outcomes in the learning process without applying the Project Based Learning methode, namely pre-cycle, cycle 1 and cycle 2 had an average 60,85, 75,43, and 90,00. From these result, it can be seen that there is an increasing in understanding and student learning outcome. It means that students are able to understand the biological material about ecosystem. This increasing in learning out comes is caused by the habits of students who have below average abilities to participate in the process of completing good learning. This increase in learning outcomes can be achieved because of activities in the form of planning, implementation, data collection and reflection. Beside the activeness of students in participating in the learning process in the pre-cycle, cycle 1 and cycle 2, and the attitude of collaboration in direct observation of Moringa trees in the school environmens.
MENINGKATKAN HASIL BELAJAR IPA MELALUI MEDIA INTERAKTIF DENGAN MENGGUNAKAN PERMAINAN PUZZLE Mufathika, Ruchana; Setyawan, Danang Budi
Prosiding Temu Ilmiah Nasional Guru Vol. 15 No. 1 (2023): TING XV 2023
Publisher : Fakultas Keguruan dan Ilmu Pendidikan (FKIP), Universitas Terbuka

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Abstract

The research objectives were to determine' enthusiasm for learning and student learning outcomes after applying the puzzle game to students at Muhammadiyah 7 Bayat Middle School on Human Excretory System Material. The research method uses Classroom Action Research (PTK), with procedures: planning, action, observation and reflection. The research subjects were teachers and students of class VIII B. Data collection techniques used observation sheets and reflection sheets. Data analysis uses qualitative descriptive statistics. The results of the research conclude: (1) The application of interactive learning media using puzzle games is able to increase students' enthusiasm for learning during learning. Students hold discussions or exchange ideas, and students also look happy and enthusiastic about learning. Learning tends to be student-centered, and teachers play more of a role as motivators and facilitators; (2) The application of interactive learning media using puzzle games can improve student learning outcomes and learning completeness. This is because this learning model can make it easier for students to understand the subject matter. Student learning completeness in the pre-cycle was 5 students (18%), then in cycle I it increased to 18 students (64%), and in cycle II it increased again to 24 students (86%).
PENERAPAN JIGSAW COOPERATIVE LEARNING PADA MATERI ANALISIS KOMPONEN EKOSISTEM DAN INTERAKSINYA DI KELAS X Wakhid, Heru Akbar Nur; Setyawan, Danang Budi
Prosiding Temu Ilmiah Nasional Guru Vol. 15 No. 1 (2023): TING XV 2023
Publisher : Fakultas Keguruan dan Ilmu Pendidikan (FKIP), Universitas Terbuka

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Abstract

This study aims to determine the application of the jigsaw cooperative learning model in the material of analyzing components and interactions between components in class X. The use of an inappropriate learning model affects the effectiveness and activeness of students during the learning process. An ecosystem is a complex interrelationship between living things and their environment. In this study using the jigsaw model, this model is based on the principle of collaboration and cooperation between students in groups to achieve learning goals together. The application of the Jigsaw learning model has several advantages, one of which is this model encourages collaboration and collaboration between students. They help each other, support, and are responsible for each other in achieving learning goals. The results showed that the application of the jigsaw cooperative learning model succeeded in increasing student activity during the learning process.
Peningkatan Kompetensi Literasi Media Guru Sd Desa Situ Udik Cibungbulang Melalui Pelatihan Perancangan E-Game For Learning Zakirman; Aisyah, Siti; Widiasih; Nurhayati, Suci; Wahyu Wijayanti, Sukma; Budi Setyawan, Danang; Sucianan, Dola; Sausan, Inas; Yurina Nabila, Rima
KALANDRA Jurnal Pengabdian Kepada Masyarakat Vol 3 No 2 (2024): Maret
Publisher : Yayasan Kajian Riset Dan Pengembangan Radisi

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.55266/jurnalkalandra.v3i2.383

Abstract

Saat ini dunia Pendidikan menghadapi berbagai tantangan diantaranya tantangan literasi digital dan literasi media. Guru yang memiliki keterampilan literasi yang baik memiliki dampak yang signifikan pada pembelajaran siswa. Siswa SD mengalami perkembangan dari aspek kognitif, emosional, afektif, psikomotor dan social melalui kegiatan bermain dan belajar. Oleh karena itu dibutuhkan media yang mampu memenuhi kebutuhan perkembangan para siswa. Kegiatan Pengabdian Kepada Masyarakat yang dilakukan merupakan bagian dari program desa Binaan Universitas Terbuka. Tujuan dari kegiatan PKM ini untuk memberikan pelatihan perancangan e-game for learning untuk meningkatkan literasi media guru SD Desa Situ Udik Cibungbulang. Fokus pengembangan yang dilakukan adalah peningkatan kapasitas SDM guru-guru tingkat sekolah dasar sebanyak 18 orang untuk merancang elektonik game dalam pembelajaran. Peserta pelatihan dipilih berdasarkan kriteria dengan rincian diantaranya: tingkat pengalaman mengajar, keahlian teknologi, dan minat terhadap integrasi game dalam pembelajaran. Pelatihan daring dilaksanakan melalui platform MOOCs yang interaktif dan melalui zoom. Proses evaluasi dilakukan secara formatif dan sumatif. Peserta dinilai melalui tugas daring, partisipasi dalam sesi luring, dan proyek pengembangan game dalam pembelajaran. Berdasarkan hasil kegiatan PKM dapat disimpulkan bahwa kegiatan pelatihan electronic-game dalam pembelajaran di sekolah tersebut dapat meningkatkan literasi media peserta pelatihan. Pelatihan dalam merancang electronic games memberikan kesempatan untuk meningkatkan keterampilan teknologi guru yang mencakup pemahaman tentang platform game, perangkat lunak desain game, dan penggunaan elemen-elemen teknologi dalam konteks pembelajaran.
Peningkatkan Keterampilan Kolaborasi melalui Model Problem Based Learning kelas IX MTs Halimun Cianaga Setyawan, Danang Budi; Mudayat, Mudayat; Rastika, Ria
Metafora: Jurnal Pembelajaran Bahasa Dan Sastra Vol 11, No 1 (2024): April
Publisher : Lembaga Publikasi Ilmiah dan Penerbitan (LPIP)

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.30595/mtf.v11i1.23881

Abstract

Proyek kelas ini dilaksanakan di kelas IX MTs Halimun. rendahnya kemampuan kerjasama siswa dalam pembelajaran bahasa Indonesia merupakan permasalahan yang perlu diperbaiki, sesuai dengan latar belakang yang penulis terapkan dalam kegiatan pembelajaran pra siklus. Tujuan penelitian ini adalah untuk meningkatkan kemampuan kerja sama siswa dengan memanfaatkan pendekatan pembelajaran berbasis masalah untuk menciptakan karya. Jika siswa menunjukkan tanggung jawab, kerjasama, dan disiplin, kemampuan mereka untuk berkolaborasi dengan orang lain meningkat. Penelitian ini dilaksanakan sebanyak dua siklus, yang disebut siklus I dan II, yang masing-masing siklusnya terdiri dari empat tahap: perencanaan, pelaksanaan, observasi, dan refleksi. Lingkungan kelas dapat dibuat lebih menarik dan menyenangkan dengan menggunakan pendekatan pembelajaran berbasis masalah, yang akan membantu kemampuan kerjasama siswa meningkat dari pra-siklus ke siklus I, meningkat sebesar 8%–11%, dan dari siklus I ke siklus II meningkat sebesar 21% –25%. Dengan demikian, dapat dikatakan bahwa penerapan paradigma pembelajaran berbasis masalah membantu kemampuan berkolaborasi siswa akan tumbuh.
PENINGKATAN HASIL BELAJAR SISWA MELALUI METODE DISCOVERY LEARNING DI MTs PSM RANDUBLATUNG Hermawan, Muhammad Dhang; Setyawan, Danang Budi
JOURNAL OF SCIENCE AND SOCIAL RESEARCH Vol 7, No 1 (2024): February 2024
Publisher : Smart Education

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.54314/jssr.v7i1.1707

Abstract

The subject of this research is students of MTs PSM Randublatung in the academic year 2023/2024. The initial conditions found in class VII B MTs PSM Randublatung indicate that students' learning outcomes are low or have not met the Minimum Mastery Criteria (KKM), and the learning activities still use lecture methods, resulting in low student learning outcomes. The objectives of this research are to improve (1) student learning outcomes using the Discovery Learning method on the material Characteristics of Living Things for class VII B MTs PSM Randublatung and (2) student motivation using the Discovery Learning method on the Characteristics of Living Things for class VII B MTs PSM Randublatung. This research is conducted through 2 cycles, and the results show that (1) student learning outcomes improved from cycle I to cycle II. In cycle I, those who passed KKM were (41.38%) while those who did not pass were (58.62%). Meanwhile, in cycle II, those who passed KKM were (86.21%) and those who did not pass KKM were (13.79%). The average student learning outcomes also increased. Based on these findings, it can be concluded that the Discovery Learning method can improve student learning outcomes.
PENERAPAN METODE KERJA KELOMPOK SERTA PENGARUHNYA TERHADAP HASIL BELAJAR SISWA KELAS VIII Sondang Triyuniati, Maria; Budi Setyawan, Danang; Mudayat, Mudayat
Jurnal Panrita Vol 5 No 2 (2024): Jurnal Panrita-December
Publisher : Lembaga Penerbitan dan Publikasi Ilmiah (LPPI) Universitas Muhamamdiyah Palopo

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.35906/panrita.v5i2.351

Abstract

Learning and teaching activities at middle school in Biology subjects have low learning outcomes and students do not participate actively in learning activities. This is caused by monotonous learning in terms of learning methods and learning media. The problems that arise cause the need for classroom action research which aims to improve student learning outcomes in science (Biology) subjects by using group work methods and using more interesting learning media. Class action research was carried out in 2 cycles. The first cycle used the group work learning method by presenting the material they had prepared. After making a presentation, students were directed to discuss with each other and ask questions to their classmates. The average increase in student learning outcomes from pre-cycle to cycle I is 9.4414% from 70.35 to 73.15. The second cycle uses a group work learning method with a puzzle games method and students are directed to arrange and mark each part. After that, students discuss with each other in groups and explain it again in the puzzle results presentation session. Learning outcomes from cycle I to cycle II in table 2 experienced a drastic increase of 76.54103%% from 73.15 to 93.7.
Pelatihan Pengelolaan Lingkungan Hidup Sehat bagi Siswa Terdampak Gempa Cianjur Ucu Rahayu; Gusti Nurdin; Danang Budi Setyawan
Jurnal Pengabdian UNDIKMA Vol. 5 No. 2 (2024): May
Publisher : LPPM Universitas Pendidikan Mandalika (UNDIKMA)

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.33394/jpu.v5i2.9940

Abstract

This community service activity aims to increase the knowledge and awareness of students affected by the Cianjur earthquake regarding healthy environmental management, including how to wash hands properly, sorting waste, and managing organic waste into compost. The targets of this activity were students and teachers at SD Negeri Sukamaju 1 Cugenang. The method of implementing this community service used socialization and practice. The results of this service showed that teachers and students increased knowledge about how to wash hands properly, could manage waste so that less waste was disposed of, and could produce their fertilizer from household waste. It also led to increased awareness of a healthy living environment in the environment of SD Negeri Sukamaju 1 Cugenang and its surroundings.