Online Journal FKIP UM Metro (Universitas Muhammadiyah, Fakultas Keguruan dan Ilmu Pendidikan)
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Interpretasi Sebaran Air Lindi Dengan Metode Potensial Diri dan Dampak Sosial Lingkungan di Kawasan Tempat Pembuangan Akhir (TPA) Kota Palangka Raya
Waste is one of the national problems that will have a direct impact on the environment and social in the community. In Indonesia itself, the open-dumping system is still the system applied in most landfills in Indonesia. The system is relatively simple and easy, but it is not free from many shortcomings, namely the emergence of leachate flows, especially in provinces/regions that have a dense population. The shortcomings of the system give urgency to the research conducted, namely analyzing and evaluating the distribution of leachate water in the Palangka Raya City Landfill using the self-potential method, especially with a fixed-based configuration. The purpose of this research is to analyze the potential difference value and its relationship to leachate flow, make a map of leachate distribution and flow and analyze the social environmental impact around the Palangka Raya City Landfill. The results showed that the anomalous distribution was blue to purple with a range of values around -4mV to -12 mV, a low potential difference value that can be interpreted as an accumulation of fluid flow or leachate below. Based on the results of data processing in the field, this shows that the distribution of anomalies with low values is on the side that leans closer to the garbage and away from residential areas. The water flow flows from the southwest to the northeast. The accumulation of fluid flow is also trapped in an area that is lower than its surrounding
PENGEMBANGAN DESAIN E-DEDAKTIS MELALUI BAHAN AJAR BERBASIS PROJECT MENGGUNAKAN AUGMENTED REALITY
Peranan bahan ajar yang sesuai dengan kebutuhan siswa dapat memudahkan siswa dalam memahami materi. Namun kondisinya di lapangan, bahan ajar pada pembelajaran matematika yang diterapkan masih belum sesuai dengan kebutuhannya. Sehingga siswa kurang dapat memahami materi dan berujung pada tidak maksimalnya capaian pembelajaran. Tujuan penelitian ini yaitu mengembangkan desain e-didaktis melalui bahan ajar elektronik berbasis project menggunakan Augmented Reality, agar pembelajaran terpusat pada siswa dan pembelajaran lebih interaktif sehingga dapat mengkonstruksi penemuan konsep oleh siswa, sehingga siswa lebih mudah memahami materi. Metode penelitian yang digunakan adalah penelitian pengembangan (R&D) yang mengimplementasikan model Borg and Gall. Teknik pengumpulan data dalam penelitian ini yaitu melalui observasi dan angket. Subjek penelitian yaitu siswa SMP kelas VIII. Terdapat 5 ahli sebagai validator diantaranya 2 dosen prodi pendidikan matematika yang terdiri dari 1 orang ahli pembelajaran dan 1 orang ahli media pembelajaran serta 3 guru mata pelajaran matematika SMP. Identifikasi masalah awal melalui analisis hambatan belajar siswa yang dilakukan dengan mengaitkan alur pembelajaran yang dapat dikembangkan dengan membuat alur lintasan belajar (learning trajectory) untuk selanjutnya mendesain e-didaktis. Hasil dari penelitian ini adalah desain e-didaktis melalui bahan ajar elektonik melalui aplikasi flipbook dengan menggunakan Augmented Reality yang dikembangkan sesuai dengan metode penelitian pengembangan model Borg and Gall, berdasarkan hasil analisis validasi bahan ajar dengan rata-rata 3,24 menunjukkan bahan ajar valid dan layak digunakan, dan uji kepraktisan 78% menunjukkan kriteria praktis untuk digunakan serta 85% menunjukkan ketuntasan belajar siswa. Sehingga bahan ajar yang dikembangkan sudah efektif untuk digunakan dalam pembelajaran.The role of teaching materials that suit students' needs can help students understand the material. However, conditions in the field, the teaching materials used in mathematics learning are still not in accordance with needs. So students are less able to understand the material and this results in less than optimal learning outcomes. The aim of this research is to develop e-didactical design through project-based electronic teaching materials using Augmented Reality, so that learning is student-centered and learning is more interactive so that students can construct concept discoveries. The research method used is development research (R & D) which implements the Borg and Gall model. Data collection techniques in this e-didactic design development research use two types, namely observation and questionnaires. The research subjects were junior high school students. There are 5 experts as validators including 2 mathematics education study program lecturers, namely learning experts and learning media experts as well as 3 junior high school mathematics subject teachers. Identify initial problems with learning obstacle analysis which is carried out by linking learning paths that can be developed by creating learning trajectories to further design e-didactics. The result of this research is an e-didactical design using electronic teaching materials via a flipbook application using Augmented Reality which was developed in accordance with the Borg and Gall model development research method, based on the results of the validation analysis of teaching materials with an average of 3.24 indicating that the teaching materials are valid and suitable for use, and a practicality test of 78% shows practical criteria for use and 85% shows student learning completeness. So that the teaching materials developed are effective for use in learning
VISUM (Virtual Tour of 18th Century Lasem History) for Historical Learning
This article examines the potential of virtual tour technology as an innovative educational tool to study the Yellow War in Lasem, a pivotal event in Indonesian history in the 18th century. By developing an immersive virtual environment and accompanying educational guidebook, the virtual tour allows users to explore the landscape and key locations associated with the conflict while engaging with its narrative. The integration of written and oral history sources enhances the learning experience, encouraging a deeper understanding of the Yellow War and its significance in Indonesia's past. This article discusses the design considerations involved in creating an effective virtual tour, the educational benefits it offers, and its wider implications for history learning. The article emphasizes how virtual tour technology can actively engage and educate diverse audiences, making historical events more accessible and relatable. Through this dynamic and immersive approach, users can gain insight into the complexities of the Yellow War, ultimately contributing to a more nuanced understanding of Indonesian history. The findings suggest that virtual tour technology has the potential to revolutionize history learning, providing an engaging platform for learning and exploration
THE INFLUENCE OF ENTREPRENEURSHIP EDUCATION AND FAMILY ENVIRONMENT ON ENTREPRENEURSHIP INTERESTS OF ECONOMIC EDUCATION STUDENTS OF SEBELAS MARET UNIVERSITY
This research aims to determine (1) the influence of entrepreneurship education on the entrepreneurial interest of UNS Economics Education students, (2) the influence of the family environment on the entrepreneurial interest of UNS Economics Education students. This research is a quantitative descriptive research with a population of 330 Economics Education Study Program students. The sampling technique used in this research was proportionate random sampling which resulted in a sample of 77 respondents. Data collection is carried out through questionnaires which are distributed using a Google Form link or filled in directly. The data analysis used is multiple linear regression analysis with SPSS 26. The results shown from this research are: first, entrepreneurship education has a positive effect on the entrepreneurial interest of UNS Economics Education students as evidenced by the regression coefficient of 0.458, t value (4,696) > t table (1.991) and sig. (0.001) t table (1.991) and sig. (0.001) < 0.05
PENGARUH PENGENDALIAN INTERNAL, KOMITMEN ORGANISASI DAN SISTEM INFORMASI AKUNTANSI TERHADAP PENCEGAHAN FRAUD PADA RSIA ZAINAB PEKANBARU
This research aims to determine and analyze the influence of internal control, organizational commitment, and accounting information systems on fraud prevention. This research is quantitative research. The population in the study was 222 employees. The sample in this study used simple random sampling with a sample size of 69 employees. The data source in this research uses primary data which comes from the results of data collection using a questionnaire. Data analysis in this research uses multiple linear regression analysis with the help of the SPSS 25 program. The results of this research show that internal control, organizational commitment and accounting information systems influence fraud prevention
PENGARUH GRIT TERHADAP PRESTASI AKADEMIK SISWA PADA MATA PELAJARAN MATEMATIKA DITINJAU DARI FAKTOR EKSTERNAL DAN INTERNAL
Penelitian ini bertujuan untuk mengetahui apakah ada pengaruh faktor grit terhadap prestasi akademik pada mata pelajaran matematika dengan mempertimbangkan faktor internal dan eksternal yang mempengaruhinya. Grit diukur melalui skala yang mengukur ketekunan dan keberanian dalam menghadapi tantangan. Penelitian ini juga mempertimbangkan faktor-faktor internal seperti motivasi intrinsik dan self-efficacy, serta faktor eksternal seperti dukungan sosial dan lingkungan belajar. Metode Penelitian yang digunakan adalah penelitian kuantitatif dengan teknik pengumpulan data berupa kuesioner dan tes yang diberikan diakhir semester yang disebarkan kepada sampel siswa kelas 7, 8 dan kelas 9. Analisis data dilakukan menggunakan teknik regresi untuk mengetahui hubungan antara grit dan prestasi akademik, serta untuk melihat seberapa besar pengaruh faktor internal dan ekstenal dalam memediasi hubungan tersebut. Hasil penelitian menunjukkan adanya hubungan positif antara grit dan prestasi akademik pada mata pelajaran matematika siswa sebesar 77,14. Selain itu faktor internal seperti motivasi intrinsik dan self-efficacy terbukti memediasi hubungan antara grit dan prestasi akademik siswa, sedangkan faktor eksternal seperti dukungan sosial dan lingkungan belajar juga memiliki pengaruh yang signifikan. Temuan ini mengindikasikan pentingnya pengembangan grit pada siswa SMP sebagai upaya untuk meningkatkan prestasi akademik mereka, dengan memperhatikan peran faktor internal dan eksternal yang turut mempengaruhi. Implikasi praktis dari penelitian ini adalah perlunya perhatian lebih terhadap pembinaan grit pada tingkat pendidikan, serta pentingnya dukungan sosial dan lingkungan belajar yang kondusif dalam meningkatkan prestasi akademik pada matapelajaran matematika
AN ERROR ANALYSIS ON ENGLISH DIPHTHONGS PRONUNCIATION BY BANYUMASAN JAVANESE SPEAKERS IN INDONESIA
First language interference is when a speaker transfers their L1 systems into L2. In Indonesia, vernacular could also cause interference. However, no research has been conducted to analyze the interference of L1 Banyumasan Javanese. This research analyzes English diphthong pronunciation errors due to interference in the Banyumasan Javanese language. This research is descriptive qualitative research, and the participants are ten L1 Banyumasan Javanese junior high school students. The data is participants' pronunciation of English diphthong sounds, and the data collection method is recording. Error analysis (EA) is used to analyze the data. The result showed that the diphthong [aʊ] has the least number of participants that pronounced incorrectly, and diphthong [ɪә], [eә], and [ʊə] are the most difficult for the Banyumasan Javanese speaker participants. The phonological error types are sound omission and substitution. The linguistic factor that caused the error is the difference in the phonological system between the Banyumasan Javanese and English languages. The difference in diphthong inventory caused the participants to substitute the diphthong with a monophthong sound similar to L1 Banyumasan Javanese. In contrast, the difference in the frequency of use of the diphthongs, where Banyumasan Javanese is more dominated by monophthongs, caused the participants to have difficulty in pronouncing complex diphthong sounds and eventually simplified the diphthong by omitting the last vowel of the diphthong. The result of this study could be used to consider phonology as one of the main focuses in English language teaching
FOUR DOMINANT FACTORS INFLUENCING STUDENTS' MATHEMATICAL CURIOSITY
Curiosity is a crucial aspect of mathematics learning, as it encourages exploration, deep understanding, and active engagement. However, existing instruments for measuring students’ mathematical curiosity are still limited and rarely tested for construct validity using robust statistical methods. This gap indicates a need for a valid measurement tool that can capture the multidimensional nature of mathematical curiosity. This study aims to develop and validate a measurement instrument for students' mathematical curiosity through an exploratory factor analysis (EFA) approach. The background of this study is based on the importance of curiosity in mathematics learning, which plays a role in encouraging exploration, and deep understanding, and improving students' learning performance. However, there are still few instruments that have been systematically developed and tested for construct validity in this context. This study involved 177 students of department of mathematics at Universitas Negeri Padang from the 2022 to 2024 intake. Data were collected through a questionnaire containing 14 statement items arranged on a Likert scale. The results of the EFA analysis showed that four main factors were formed with a KMO value of 0.805 and a Bartlett's Test significance of 0.000. The four factors are called Reflective Thinking Curiosity, Routine Challenge Curiosity, Analytical Pattern Curiosity, and Active Exploration Curiosity. These findings indicate that the developed instrument is statistically valid and able to describe the multidimensional dimensions of mathematical curiosity. The implications of this study provide an empirical basis for measuring and understanding mathematical curiosity as an important part of the mathematics learning process
PENGEMBANGAN LOCAL INSTRUCTIONAL THEORY TOPIK SEGIEMPAT BERBASIS RME UNTUK MENINGKATKAN KEMAMPUAN PEMECAHAN MASALAH MATEMATIS
Siswa kesulitan dalam memecahkan masalah karena mereka jarang terlibat dalam pembelajaran yang realistik. Dalam rangka membantu siswa kelas VII meningkatkan kemampuan pemecahan masalah matematis, penelitian ini bertujuan untuk menetapkan local instructional theory bertema segiempat yang berbasis rme untuk meningkatkan kemampuan pemecahan masalah matematis dan memenuhi kriteria valid, praktis serta efektif. Tiga teori fase penelitian yaitu fase penelitian pendahuluan (preliminary research/preparing for the experiment), fase pengembangan (development or prototyping phase/design experiment) dan fase penilaian (assessment phase/retrospective analysis) dikombinasikan oleh Gravemeijer & Cobb dalam penelitian ini. Penelitian pengembangan ini menggunakan model kuantitatif untuk mengambil data angket, dan tes akhir. Model kualitatif untuk mengambil data observasi, wawancara, dan catatan lapangan. Dengan kategori valid dan sangat valid, local instructional theory yang dikembangkan penelitian ini mempunyai temuan validasi 3,45, buku instruktur 3,58, dan buku siswa 3,56. Untuk tahap one on one, small group, dan field test, kepraktisan buku siswa masing-masing sebesar 81,7%, 83,3%, dan 87,7%. Sementara, rata-rata kepraktisan buku guru 88,3%. Hasil uji lapangan kemampuan pemecahan masalah dan evaluasi kelompok kecil sebesar 80,96 dan 81,04 dengan kriteria sangat efektif. Presentase ini menunjukkan bahwa local instructional theory yang dihasilkan valid, praktis dan efektif dalam meningkatkan kapasitas siswa untuk memecahkan masalah matematika.Students have difficulty solving problems because they are rarely involved in realistic learning. In order to help class VII students improve their mathematical problem solving abilities, this research aims to establish a local instructional theory with a rectangular theme which is based on realistic mathematics education and meets the criteria of being valid, practical and effective. Three research phase theories, namely the preliminary research phase (preliminary research/preparing for the experiment), the development phase (development or prototyping phase/design experiment) and the assessment phase (assessment phase/retrospective analysis) were combined by Gravemeijer & Cobb in this research. This development research uses a quantitative model to collect questionnaire data, and final test data. Qualitative model to collect observation, interview, and field notes. With valid and very valid categories, the local instructional theory developed by this research has validation findings of 3.45, the instructor's book 3.58, and the student's book 3.56. For the one on one, small group, and field test stages, the practicality of student books was 81.7%, 83.3%, and 87.7% respectively. Meanwhile, the average practicality of teacher books is 88.3%. The results of the field test of problem solving abilities and small group evaluation were 80.96 and 81.04 with very effective criteria. This percentage shows that the local instructional theory produced is valid, practical and effective in increasing students' capacity to solve mathematical problems
PENGEMBANGAN MEDIA MIKROMAB UNTUK MENINGKATKAN PEMAHAMAN MATERI PENJUMLAHAN DAN PENGURANGAN SISWA ABK SEKOLAH DASAR
Penelitian ini dilatarbelakangi adanya siswa ABK yang mengalami kesulitan dalam mempelajari materi penjumlahan dan pengurangan bilangan bulat. Tujuan penelitian ini untuk mengembangkan dan mengevaluasi media pembelajaran interaktif bernama MIKROMAB (Mobil Interaktif Khusus Matematika Online untuk Anak Berkebutuhan Khusus) guna meningkatkan pemahaman penjumlahan dan pengurangan siswa ABK di sekolah dasar. Penelitian ini menggunakan metode Research and Development (RnD) dengan model 4D (Define, Design, Develop, Disseminate). Media MIKROMAB dirancang menggunakan aplikasi Scratch dengan visualisasi mobil yang bergerak pada garis bilangan, membantu siswa memahami konsep operasi matematika secara konkret dan menyenangkan. Validasi oleh tiga pakar menunjukkan hasil yang sangat layak, dengan skor rata-rata 0,98 untuk aspek pendidikan matematika, 1 untuk multimedia berbasis ICT, dan 1 untuk evaluasi pembelajaran. Implementasi di kelas inklusi juga mendapat respons positif dari guru, yang menilai media ini sangat praktis dengan tingkat praktikalitas 86%. Analisis hasil belajar menggunakan metode N-Gain menunjukkan peningkatan pemahaman siswa dalam kategori tinggi dengan skor rata-rata 0,79. Dengan demikian, MIKROMAB terbukti valid, praktis, dan efektif untuk meningkatkan pemahaman materi penjumlahan dan pengurangan pada siswa ABK.This research was motivated by the existence of ABK students who experienced difficulties in learning the material on addition and subtraction of integers. This study aims to develop and evaluate an interactive learning media called MIKROMAB (Mobile Interactive Mathematics Online for Special Needs Children) to enhance the understanding of addition and subtraction concepts among elementary school students with special needs. The research employs the Research and Development (RnD) method using the 4D model (Define, Design, Develop, Disseminate). MIKROMAB is designed using the Scratch application, featuring a moving car on a number line to help students grasp mathematical operations concretely and enjoyably. Validation by three experts yielded highly feasible results, with average scores of 0.98 for mathematics education, 1 for ICT-based multimedia, and 1 for instructional evaluation. Classroom implementation in inclusive settings also received positive feedback from teachers, who rated the media as highly practical with a practicality level of 86%. Analysis of students’ learning outcomes using the N-Gain method showed a significant improvement categorized as high, with an average score of 0.79. Thus, MIKROMAB is proven to be valid, practical, and effective in improving the understanding of addition and subtraction concepts among special needs students