Open Journal System (OJS) Universitas Bengkulu
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ANALISIS KEMAMPUAN PEMAHAMAN KONSEP MATEMATIS SISWA PADA MATERI PERSAMAAN DAN PERTIDAKSAMAAN LINEAR SATU VARIABEL
Pemahaman konsep matematika menjadi salah satu hal yang penting dan mendasar dalam pembelajaran matematika. Proses pembelajaran yang baik akan mempengaruhi tingkat pemahaman siswa dalam pembelajaran matematika sehingga siswa dapat lebih mudah memahami materi yang diajarkan. Tujuan dari penelitian ini adalah untuk mengetahui kemampuan pemahaman konsep matematis siswa pada materi persamaan dan pertidaksamaan linear satu variabel Kelas VII SMP Tamansiswa Padang. Jenis penelitian ini adalah penelitian deskriptif kuantitatif. Subjek penelitian ini yaitu siswa kelas VII SMP Tamansiswa Padang. Instrumen yang digunakan dalam penelitian ini adalah soal tes dan wawancara. Hasil tes dianalisis berdasarkan indikator kemampuan pemahaman kosep. Hasil penelitian menunjukkan bahwa pemahaman konsep matematis siswa dengan kategori sangat tinggi sebesar 7,14%, kategori tinggi sebesar 21,43%, kategori cukup sebesar 7,14% dan kategori sangat rendah sebesar 64,29%. Hasil penelitian juga menunjukkan bahwa pemahaman konsep siswa pada indikator pertama sebesar 39,29% termasuk dalam kriteria sangat rendah, indikator kedua sebesar 33,93% termasuk dalam kriteria sangat rendah, indikator ketiga sebesar 44,64% termasuk dalam kriteria rendah, indikator keempat sebesar 28,57% termasuk dalam kriteria sangat rendah dan indikator kelima sebesar 32,14% termasuk dalam kriteria sangat rendah. Pemahaman konsep siswa pada setiap indikator masih rendah, sehingga perlu perhatian lebih dari guru untuk konsep persamaan dan pertidaksamaan linear satu variabel bisa dipahami siswa
Does 7E Cycle Model Improve Learning Environment? Evidence from Popular Fiction Classes
The cultivation of 21st-century competencies within a constructivist learning environment opens avenues for students to discover their distinct strengths. Unfortunately, educators frequently neglect effective teaching models, hindering the creation of an ideal learning environment in literary education. This study examined how the 7E Learning Cycle Model impacts student performance in Popular Fiction classes. Additionally, it sought to uncover challenges faced by instructors teaching the Popular Fiction course and explore how they employ the 7E model to establish a conducive learning environment, ensuring successful outcomes in Popular Fiction classes. This study adopted Classroom Action Research. Data gathered through popular fiction analysis test, interview, observation, peer assessment, and other relevant documents. The study was conducted in the English Language Education Study Program of UIN Fatmawati Sukarno Bengkulu. 39 third semester students actively involved in seven week-learning popular fictions by using 7E Cycle Model. The research demonstrated notable improvements in Cycle I and Cycle II, with post-test scores rising from an average pre-test score of 63.23 to 79.59. In Cycle II, 82.01% of students achieved "Good" and "Very Good" ratings, indicating substantial progress. Positive outcomes encompassed active engagement, collaboration, independent knowledge construction, skill development, profound understanding, heightened critical thinking, and real-life context application. These results fostered sustained interest and motivation in the continuous learning cycle. Pedagogically, the study recommends the ongoing integration of the 7E Learning Model into the Popular Fiction curriculum, refining collaborative learning, and integrating technology for enhanced teaching effectiveness while addressing any limitations
AI’s Functions and Influences Among University Students in Indonesian Context
This study explores functions and influences of artificial intelligence (AI) in English language learning among English education and non-English education students. Using semi-structured interviews with 36 students from four universities in Bengkulu, Indonesia, and analyzed through Interpretative Phenomenological Analysis (IPA), the study identifies five key functions of AI: learning booster, flexible learning assistant, personal learning source, virtual teacher, and instant problem solver. Both groups shared similar views on the first three functions, while English education students emphasized AI as a virtual teacher, and non-English education students saw it more as an instant problem solver. Four influence themes emerged: acceleration of English mastery, increased learning motivation, reduced desire for face-to-face conversation, and growing dependency on AI tools. Both groups agreed on the first two, but differed on the latter, English education students noted reduced face-to-face interaction, while non-English education students highlighted dependency on AI. The findings stress the importance of balancing AI use with human interaction to support comprehensive language learning
Pengembangan Literasi Budaya Melalui Permainan Tradisional Congklak Di Era Digital Bagi Anak Usia Dini
This study aims to analyze the traditional game of congklak on cultural literacy and character development of early childhood students in the digital era. The research method uses descriptive qualitative. The subjects of this study were one class B teacher and 20 children aged 5-6 years. Data collection through direct observation, in-depth interviews with teachers, and student participation in congklak game sessions to obtain a holistic picture. Data analysis techniques using Three triangulation techniques, namely source triangulation, technique triangulation, and time triangulation, were used to assess the validity of the research data. The results of the study showed that the traditional game of congklak can develop students' cognitive, affective, and psychomotor skills and can develop cooperation and honesty. In addition, students' learning motivation and understanding of local cultural heritage are increasingly developing. The traditional game of congklak has succeeded in integrating holistic character education and strengthening national cultural identity in the school curriculum.This study aims to analyze the traditional game of congklak on cultural literacy and character development of early childhood students in the digital era. The research method uses descriptive qualitative. The subjects of this study were one class B teacher and 20 children aged 5-6 years. Data collection through direct observation, in-depth interviews with teachers, and student participation in congklak game sessions to obtain a holistic picture. Data analysis techniques using Three triangulation techniques, namely source triangulation, technique triangulation, and time triangulation, were used to assess the validity of the research data. The results of the study showed that the traditional game of congklak can develop students' cognitive, affective, and psychomotor skills and can develop cooperation and honesty. In addition, students' learning motivation and understanding of local cultural heritage are increasingly developing. The traditional game of congklak has succeeded in integrating holistic character education and strengthening national cultural identity in the school curriculum
Need Analisys: Pengembangan Media Pembelajaran Alphabet Animals E-book berbasis Augmented Reality untuk Meningkatkan Kemampuan Keaksaraan Anak Usia 5-6 Tahun
Literacy is a basic skill that young children need to have as preparation for reading and writing. Literacy abilities can be developed through learning media that is appropriate to the child's developmental stage. This research aims to identify the need for developing augmented reality-based Alphabet Animals E-book learning media to improve literacy in children aged 5-6. This research uses a descriptive qualitative approach. Identification of needs is based on three aspects, namely learning media, learning strategies, and analysis of children's literacy development abilities. The subjects of this research consisted of 5 teachers and principals of kindergarten schools in Jambi Luar Kota District, Jambi Province. The data collection techniques used were interviews and documentation. Data analysis was carried out using the Miles and Huberman technique, which includes data collection, data reduction, data display, and conclusion/verification stages. The research results show that children aged 5-6 years need learning media, such as alphabet animals e-books based on augmented reality, to improve their literacy skills
a Pengaruh Model Pembelajaran Berbasis Masalah terhadap Kemampuan Menganalisis Karya Ilmiah pada Siswa Kelas XI SMA Negeri 4 Kota Bengkulu
The purpose of this study is to determine the influence of problem-based learning models on the ability to analyze scientific work in grade XI students of SMA Negeri 4 Kota Bengkulu. This research uses a quantitative approach with pseudo-experimental methods. The design used is one group pretest-posttest design. The population of this study was all grade XI students of SMA Negeri 4 Kota Bengkulu with a sample using random sampling, namely class XI MIPA 1 totaling 33 students. Data collection techniques use essay test techniques. Data analysis techniques by means of normality tests using the Shapiro-Wilk test, homogeneity tests using the f test, and paired samples tests. Based on the results of the study, a pretest score was obtained with an average of 44.18 and a posttest score was obtained with an average of 65.69. In the application of the problem-based learning model has 5 learning steps, namely orienting students to problems, organizing students to learn, guiding individual and group investigations, developing and presenting work, and analyzing and evaluating the problem-solving process. The results showed that there is an influence of problem-based learning models on the ability to analyze scientific papers. This is evidenced by the results of the t,T-count test. > ,T-table. , then Ho was rejected which means that there is an influence of problem-based learning models on the ability to analyze scientific papers.Tujuan penelitian ini adalah untuk memahami bagaimana model pembelajaran berbasis masalah mempengaruhi kemampuan siswa SMA Negeri 4 Kota Bengkulu XI dalam menganalisis karya ilmiah. Penelitian ini menggunakan pendekatan kuantitatif dengan menggunakan metode eksperimen semu. Desain yang digunakan yaitu one group pretest-posttest design. Menggunakan sampel acak 33 siswa dari kelas XI MIPA 1 Kota Bengkulu serta sebagai sampel populasi penelitian ini terdiri dari semua siswa di XI SMA Negeri 4 Kota Bengkulu. Teknik penulisan menggunakan teknik pengumpulan data. Teknik analisis data meliputi uji Shapiro-Wilk, uji homogenitas menggunakan f, dan uji paired samples test. Berdasarkan hasil penelitian, rata-rata pretest adalah 44,18, sedangkan rata-rata posttest adalah 65,69. Lima strategi pembelajaran dalam model pembelajaran berbasis masalah adalah sebagai berikut: mengidentifikasi masalah siswa, mengatur proses belajar siswa, meningkatkan pembelajaran individu dan kelompok, memajukan dan meringkas kinerja siswa, dan menganalisis serta mengevaluasi proses pemecahan masalah. Hasil penelitian menunjukkan bahwa terdapat perbedaan antara pendekatan pembelajaran berbasis masalah dengan kemampuan menganalisis naskah akademik. Hal ini ditandai dengan hasil uji t > , maka Ho ditolak yang berarti adanya pengaruh model pembelajaran berbasis masalah terhadap kemampuan menganalisis karya ilmiah
Struktur Naratif dalam Pertunjukan Wayang Kulit Lakon Tirta Perwitasari Perspektif Maranda
Wayang kulit, as a part of the oral tradition, presents dimensions of spirituality and cultural aesthetics through storytelling, dialogue, and traditional musical accompaniment. The Tirta Perwitasari play tells the story of Bratasena, whom Durna orders to search for Tirta Perwitasari, or the sacred water symbolizing life. During his quest, Bratasena encounters Dewaruci, who symbolizes his true self according to Javanese philosophical exploration. This study employs a qualitative approach with a descriptive method, collecting data from a 7-hour, 27-minute, and 45-second performance video uploaded on the KUNTADI Channel on YouTube. This study aims to describe the narrative structure of Maranda in the shadow puppet performance Tirta Perwitasari, performed by the puppeteer Ki Cahyo Kuntadi. The findings indicate that in the Tirta Perwitasari shadow puppet performance: (1) there is an interrelation of term elements within the play, consisting of 52 terms, categorized as a(3): b: c(4): d(4): e: f(3): g(5): h(2): i(1): j(1): k(4): l(6): m(4): n(1): o, and featuring 31 characters in the play; (2) there is an interrelation of functional elements in the performance, with 74 functions identified, consisting of (x36 + y32 + z6), where positive functions outweigh negative ones; and (3) the storytelling structure includes theme, characters, plot, and setting.Penelitian ini bertujuan untuk mendeskripsikan struktur naratif Maranda pada pertunjukan wayang kulit lakon Tirta Perwitasari oleh dalang Ki Cahyo Kuntadi. Wayang kulit, sebagai salah satu warisan tradisi lisan, menghadirkan dimensi spiritualitas dan estetika budaya melalui penceritaan, dialog, serta iringan musik tradisional. Lakon Tirta Perwitasari merupakan lakon yang mengisahkan Bratasena diperintahkan Durna untuk mencari Tirta Perwitasari atau air suci simbol kehidupan. Dalam usaha pencarian itulah Bratasena kemudian bertemu dengan Dewaruci, yang menurut eksplorasi falsafah Jawa ialah simbol diri pribadinya. Penelitian ini menggunakan pendekatan kualitatif dengan metode deskriptif, mengumpulkan data dari video pergelaran berdurasi 7 jam 27 menit 45 detik yang diunggah di kanal Youtube KUNTADI Channel. Hasil penelitian menunjukkan bahwa pada pertunjukan wayang kulit lakon Tirta Perwitasari ditemukan 1) adanya keterkaitan unsur-unsur terem yang terdapat dalam pertunjukan wayang kulit lakon Tirta Perwitasari. Terdapat 52 terem yang terdiri dari a(3): b: c (4): d(4): e: f(3): g(5): h(2): i(1): j(1): k(4): l(6): m(4): n(1): o dan ada 31 tokoh pada dalam lakon tersebut; 2) adanya keterkaitan unsur-unsur fungsi yang terdapat pada pertunjukan wayang kulit lakon Tirta Perwitasari ditemukan 74 fungsi yang terdiri dari (x36 + y32 + z6) dengan komposisi fungsi kebaikan lebih besar dibandingkan dengan keburukan; (3) struktur penceritaan berupa tema, tokoh, alur, dan latar
Peran Peran Status Sosial Ekonomi dalam Mempengaruhi Performa Akademik Peserta Didik di SD Negeri 1 Pogung
Based on teacher information, most students at SDN 1 Pogung have low socio-economic backgrounds. Students’ learning achievement tends to be low because their parents are more focused on working to meet their living needs, so that parental involvement ini guiding children to study at home is limited. Based on these findings, researchers are interested in conducting research to reveal the role of socio-economic status in influencing students’ academic performance in Elementary School. The type of research used in this study is descriptive qualitative research. Data in this study were collected through interviews and documentation studies of relevance secondary sources, such as documents, journals, and books. The results of this study indicate that socio- economic status has a significant impact on students’ academic development. Factors such as access to educational resources, parental involvement, and environmental conditions greatly influence their learning performance. Therefore, an inclusive learning strategy and personal approach are needed so that each student gets equal learning opportunities. In this study, an in-depth analysis has been carried out on the influence of economic status on students’ learning achievement performance at SD Negeri 1 Pogung. The results of the study showed a significant relationship between students’ economic conditions and their academic performance. In general, students who come from families with lower economic status tend to have poorer learning achievements compared to students from better economic backgrounds
Pengembangan Media E-book Materi Kata Benda dan Kata Sifat Berbasis Metode Suku Kata Kelas II SD
This research is motivated by students' difficulties in beginning reading. Some students face challenges in recognizing and pronouncing syllables, while teachers still rely on printed textbooks for instruction. Therefore, there is a need for supporting media such as e-books to facilitate students' beginning reading skills. The study aims to develop a syllable method-based e-book focusing on nouns and adjectives that is valid, practical, and has potential effectiveness.This research is a Research and Development (R&D) study using the 4D development model, which consists of four stages: Define, Design, Develop, and Disseminate. Data collection techniques included questionnaire and tests. The subjects of this research were teachers and 33 students of class II A at SD Negeri 30 Pangkalpinang. The data analysis employed normality tests and paired sample t-tests. Based on the validator's assessment, the material expert scored 100% (Very Valid), and the media expert obtained an average score of 98.67% (Very Valid). The small-scale trial results showed 100% (Very Practical), the large-scale trial achieved 100% (Very Practical), and the teacher response questionnaire obtained 96% (Very Practical). The results of the paired sample t-test showed a significance value of 0.000 < 0.05, indicating a significant difference before and after using syllable-based e-book media for Noun and Adjective materials in class II of Elementary School
ANALYSIS OF CLOUD COMPUTING SERVER NEEDS IN SUPPORTING COMPUTATIONAL PHYSICS LECTURES
Study of cloud computing needs in supporting Computational Physics Lectures at Bengkulu University has been conducted. The subjects of this study were students who studied computational physics and algorithms. This research aims to examine the urgency of cloud computing implementation in supporting the learning process. In this research, questionnaires were used to collect the data, which included qualitative data types. Descriptive statistics were used in describing the responses and in identifying key trends in the students' perceptions concerning the effectiveness and the necessity of cloud computing tool usage in student coursework. The result of this research showed that 30% of the students did not possess qualified devices to run numerical programming. On the other hand, most of the students have Android devices, and this means that there is a great potential for cloud computing solutions to be used in pursuit of making them better learners. The second important thing that this study has established is that most of the students showed interest in the use of cloud-based applications, which means there is a need for the resources that can be used in bridging the gap to access technologies. That suggests that there is a strong preference on the part of the students for cloud-based resources to help in collaboration and accessibility of coursework