Online Journal FKIP UM Metro (Universitas Muhammadiyah, Fakultas Keguruan dan Ilmu Pendidikan)
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    Berbagai Kajian Penelitian Fleksibilitas Psikologis : Tinjauan Literatur

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    Psychological flexibility is a variable that has gained a lot of attention in recent years within psychology. Psychological flexibility refers to the ability to face and stay connected to this moment from time to time in any situation and to respond effectively to emotional experiences, including difficult or unpleasant ones, according to the values and goals of life. Psychological flexibility is a concept that has been studied across various research domains. This article aims to explore the fields of psychological flexibility research in a decade. The research data of psychological flexibility gathered through the database called Science Direct and popular article’s search engine called GoogleScholar. There are seven fields related to psychological flexibility research in a decade. All of these results will be discussed in this article

    Analisis Aspek Perkembangan Remaja terhadap Prokrastinasi Akademik Siswa di SMAN 92 Jakarta

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    Academic procrastination is a common issue among teenagers and students and can have negative effects on their academic performance and mental health. At the same time, adolescent development involves significant physical, emotional, and social changes that can impact how students manage their time and academic responsibilities. Therefore, it is important to understand how specific aspects of adolescent development contribute to academic procrastination. This research uses a qualitative approach with a narrative method. The participants in this study are students from SMAN 92 Jakarta. The aim of this research is to determine whether aspects of adolescent development influence academic procrastination. The study uses interview guidelines as a tool for data collection. After gathering data from the field, the researcher will analyze it using an interactive model by Miles & Huberman, involving data reduction, data presentation, and drawing conclusions/verification. The results of this study indicate that respondents’ perspectives on delaying the start of tasks include (1) lack of understanding of the task; (2) intention to complete the task; and (3) underestimating the task. Students often fulfill their obligations as learners by completing assignments, earning grades, or honing their skills when given daily tasks. Enjoyable activities for students include engaging in non-learning-related activities and preferring to study or work on tasks in groups

    Eksplorasi Pemaknaan Kedukaan Lansia yang Kehilangan Anggota Keluarga Terdekat Akibat Pandemi Covid-19

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    Penelitian kualitatif berbasis studi kasus ini bertujuan untuk mengeksplorasi pengalaman dan pemaknaan atas kedukaan yang dialami kelompok lanjut usia dalam menghadapi kematian anggota keluarga terdekat yang disebabkan oleh pandemi Covid-19. Partisipan penelitian ini adalah dua orang lansia perempuan yang kehilangan anggota keluarga terdekat akibat pandemi Covid-19. Hasil studi ini menunjukkan bahwa peristiwa kedukaan yang dialami individu dapat dimaknai secara berbeda. Pengalaman, pemaknaan dan strategi koping yang digunakan juga berubah seiring dengan penambahan usia. Hasil studi ini dapat dirangkum dalam tiga tema besar yaitu, individu lanjut usia cenderung fokus pada restoration orientation pada tahap awal kematian terjadi, perasaan menyesal yang muncul atas peristiwa kematian yang terjadi di situasi Covid-19, dan kepercayaan atas ajaran agama membantu pemaknaan kematian secara adaptif. Penelitian ini diharapkan dapat membantu meningkatkan pemahaman masyarakat dalam menghadapi fenomena kedukaan yang terjadi secara masif akibat pandemi Covid-19 secara spesifik pada kelompok yang paling rentan yaitu kelompok lanjut usia

    AN ANALYSIS OF ASSOCIATIVE MEANING FROM “ALADDIN” (2019) SOUNDTRACKS LYRICS

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    This paper reviews An Analysis of Associative Meaning From "Aladdin" (2019) Soundtracks Lyrics. This research aims to find meaning in each Aladdin soundtrack as well as the meaning of the lyrics using associative meaning theory. This kind of research is qualitative. The source of this research data is the result of the search for meaning in each existing song, then the result is loaded in the form of tables or data. The result that has been obtained; it can be concluded that the data has associative meaning based on Leech's theory of associative meaning. The results showed that there are 89 data and 4 types of associative meanings found in the 6 soundtracks in the Aladdin movie, 4 of them are; Connotative meaning contains 25 data, Social or Stylistic Meaning contains 24 data, Affective meaning has 23 data, while Collective and Reflective Meaning has 17 data. This study used a qualitative descriptive method in analyzing the data. Leech's theory is used in this study to analyze associative meaning. Implications on Leech's theory are, by observing the collocation of words in lyrics and analysing how these combinations of words form specific associations in the listener's mind. Leech emphasizes the importance of relationships between words in a particular context and how such relationships can form broader meaning, and also by studying lyrics and analysing them by using the Leech Theory framework, readers can develop skills in understanding and analyzing English contextually, not just literally

    Pengaruh Literasi Keuangan, Inklusi Keuangan, dan Financial Technology Terhadap Perilaku Keuangan Mahasiswa

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    This research aims to analyze the influence of financial literacy, financial inclusion, and financial technology on student financial behavior. This type of research is quantitative research. The sampling technique used purposive sampling with the Slovin formula to obtain a total sample of 102 active student respondents from the Accounting Education Study Program at Surabaya State University. The data source used is primary data. The data collection method uses a questionnaire in the form of tests and statements. The data processing technique uses multiple linear regression methods which are analyzed using SPSS version 29 software. The research results simultaneously show that financial literacy, financial inclusion and financial technology have a significant influence on student financial behavior. Partially, it shows that financial literacy has no significant effect on financial behavior, while financial inclusion and financial technology have a significant effect on financial behavior

    PENGARUH MODEL BLENDED LEARNING TERHADAP KEMAMPUAN PEMAHAMAN KONSEP DAN DISPOSISI MATEMATIS

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    Beberapa penelitian sebelumnya mengungkapkan bahwa model blended learning berpengaruh terhadap kemampuan kognitif siswa, namun belum ditemukan mengkaji pengaruhnya terhadap sikap afektif siswa. Tujuan penelitian ini adalah untuk mendeskripsikan pengaruh penerapan model blended learning terhadap pemahaman konseptual dan disposisi matematis siswa. Jenis penelitian ini adalah quasi eksperimen dengan menggunakan rancangan randomized posttest only control group. Populasi dalam penelitian ini ialah seluruh siswa kelas VII MTs Syekh Manshur Pandeglang, Banten pada semester genap tahun ajaran 2021/2022. Sampel yang dipilih adalah dua kelas dengan cluster random sampling. Model blended learning yang digunakan adalah flipped classroom dengan Edmodo sebagai learning management system. Pemahaman konseptual matematis diukur dengan tes dan disposisi matematis diukur dengan kuesioner yang telah valid dan reliabel. Data dianalisis menggunakan MANOVA dengan taraf signifikansi 5% (α=0,05) setelah melalui uji prasyarat. Hasil pengujian hipotesis menunjukkan bahwa model blended learning berpengaruh positif terhadap kemampuan memahami konsep dan disposisi matematis siswa.Numerous antecedent investigations have elucidated the influence of the blended learning model upon students' cognitive capabilities; however, there exists a conspicuous dearth of inquiries concerning its ramifications upon students' affective dispositions. The primary objective of this present study was to expound upon the impact of the application of the blended learning model on the enhancement of mathematical conceptual comprehension and the cultivation of favorable mathematical dispositions among students. This study adopts a quasi-experimental research design, employing a randomized posttest only control group configuration.  The study's target population encompasses all 7th-grade students attending MTs Syekh Manshur Pandeglang, Banten, during the even semesters of the 2021/2022 academic year. Utilizing cluster random sampling, two classes were selected as the sample groups. The employed pedagogical approach within the study is the flipped classroom model, supplemented by the utilization of Edmodo as the designated learning management system. Mathematical conceptual understanding is gauged through comprehensive tests, while mathematical dispositions are assessed using a validated and reliable questionnaire. The dataset comprises both test and non-test data, which were subsequently subjected to thorough scrutiny through a multivariate analysis of variance (MANOVA) at a predefined significance level of 5% (α=0.05), following compliance with the requisite assumptions. The results obtained through hypothesis testing unequivocally demonstrate a salient and affirmative impact of the blended learning model on the enhancement of students' conceptual understanding and the cultivation of positive mathematical dispositions among them

    PENGEMBANGAN LKS BERBASIS PBL BERBANTUAN GEOGEBRA UNTUK MENINGKATKAN KEMAMPUAN PEMECAHAN MASALAH DAN KESADARAN METAKOGNITIF SISWA

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    Penelitian ini merupakan penelitian pengembangan yang bertujuan untuk mengembangkan LKS berbasis PBL berbantuan GeoGebra untuk meningkatkan kemampuan pemecahan masalah dan kesadaran metakognitif siswa yang memenuhi aspek valid, praktis dan efektif. Model penelitian menggunakan model ADDIE, yaitu analysis, design, development, implementation, dan evaluation. Subjek penelitian berjumlah 32 siswa MTs Negeri 8 Ciamis. Instrumen penelitian meliputi angket penilaian kepraktisan guru dan siswa, lembar observasi keterlaksanaan pembelajaran, tes kemampuan pemecahan masalah dan angket kesadaran metakognitif. Hasil penelitian menunjukkan bahwa (1) LKS berbasis PBL berbantuan GeoGebra yang dikembangkan memenuhi aspek valid dengan kriteria “Sangat Baik”, (2) LKS berbasis PBL berbantuan GeoGebra yang dikembangkan memenuhi aspek praktis dengan kriteria “Sangat Baik”, (3) LKS berbasis PBL berbantuan GeoGebra yang dikembangkan memenuhi aspek efektif dimana hasil tes kemampuan pemecahan masalah dianalisis menggunakan uji one sampel t-test. Pada tahap ini diperoleh nilai rata-rata angket siswa lebih dari 75 sehingga disimpulkan bahwa LKS berbasis PBL berbantuan GeoGebra efektif untuk meningkatkan kemampuan pemecahan masalah dan kesadaran metakognitif siswa. Berdasarkan hasil yang diperoleh dapat disimpulkan bahwa LKS berbasis PBL berbantuan GeoGebra yang dikembangkan memenuhi aspek kevalidan, kepraktisan dan keefektifan.GeoGebra-assisted PBL to improve students' problem-solving skills and metacognitive awareness that meet the valid, practical and effective aspects. The research model uses the ADDIE model, namely analysis, design, development, implementation, and evaluation. The research subjects were 32 students of MTs Negeri 8 Ciamis. The research instruments included teacher and student practicality assessment questionnaires, learning implementation observation sheets, problem solving ability tests and metacognitive awareness questionnaires. The results showed that (1) the developed GeoGebra-assisted PBL-based LKS met the valid aspects with the criteria of "Very Good", (2) the developed GeoGebra-assisted PBL-based LKS met the practical aspects with the criteria of "Very Good", (3) PBL-based worksheets assisted by GeoGebra developed meet the effective aspects where the results of the problem solving ability test analyzed using the one sample t-test. At this stage, the student questionnaire was more than 75, so it is concluded that the PBL-based LKS assisted by GeoGebra is effective for improving students' problem solving skills and metacognitive awareness. Based on the results obtained, it can be concluded that the developed GeoGebra-assisted PBL-based worksheet meets the aspects of validity, practicality and effectiveness

    IMPLEMENTASI PROBLEM-BASED LEARNING BERDASARKAN INDEPENDENSI BELAJAR UNTUK MENINGKATKAN KEMAMPUAN PEMECAHAN MASALAH DENGAN MENGONTROL KECEMASAN MATEMATIS

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    Penelitian ini didasarkan atas masalah rendahnya kemampuan siswa dalam memecahkan masalah matematis. Tujuan penelitian ini adalah peningkatan kemampuan siswa dalam penyelesaian masalah melalui penerapan model Problem-Based Learning (PBL) berdasarkan independensi belajar setelah mengontrol kecemasan matematis. Penelitian ini termasuk penelitian kuantitatif dengan desain quasi eksperimen posttes only control group melalui rancangan faktorial 2x2. Populasi penelitian ini adalah 430 siswa kelas VII SMP.Negeri 1 Langke Rembong. Penentuan sampel penelitian menggunakan teknik acak sederhana. Teknik pengumpulan data menggunakan tes uraian dan kuesioner. Data dianalisis dengan Two Way Anacova. Hasil penelitian menjelaskan bahwa: 1) terdapat peningkatan kemampuan siswa dalam memecahkan masalah melalui implementasi model PBL dan independensi belajar setelah mengontrol kecemasan matematis. 2) Kemampuan pemecahan masalah dipengaruhi secara interaktif oleh model pembelajaran dan independensi belajar, dengan kecemasan matematis dikendalikan; setelah kecemasan matematis dikontrol, kemampuan pemecahan masalah siswa yang mengikuti model PBL berpengaruh lebih besar daripada pembelajaran konvensional pada siswa independensi belajar tinggi; dan berpengaruh lebih rendah pada siswa independensi belajar rendah. Dengan demikian, kemampuan pemecahan masalah siswa meningkat melalui implementasi PBL berdasarkan independensi belajar setelah mengontrol kecemasan matematis. This research is based on the problem of students' low ability to solve mathematical problems. This study aims to improve students' ability to solve problems by applying the Problem-Based Learning (PBL) model based on learning independence after controlling mathematical anxiety. This study includes quantitative research with a quasi-experimental design of a posttests-only control group through a 2x2 factorial design. The population of this study is 430 students in grade VII of junior high school. Negeri 1 Langke Rembong. The determination of the research sample used a simple random technique. The data collection technique uses a description test and questionnaire. The data were analyzed using Two Way Anacova. The study's results explained that: 1) there was an increase in students' ability to solve problems through implementing the PBL model and learning independence after controlling mathematical anxiety. 2) Problem-solving ability is interactively influenced by the learning model and learning independence, with mathematical anxiety controlled; after mathematical anxiety was controlled, the problem-solving ability of students who followed the PBL model had a more significant effect than conventional learning in students with high learning independence; and has a lower effect on students with low learning independence. Thus, students' problem-solving ability increases through implementing PBL based on learning independence after controlling mathematical anxiety

    PENGEMBANGAN PERANGKAT PEMBELAJARAN BERBASIS PENDEKATAN KONTEKSTUAL UNTUK MEMFASILITASI KEMAMPUAN PEMECAHAN MASALAH MATEMATIS

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    Pembelajaran dalam kurikulum 2013 disarankan menghasilkan karya berbasis pemecahan masalah. Salah satu kemampuan yang harus dikuasai oleh siswa dalam proses pembelajaran adalah kemampuan pemecahan masalah matematis (KPMM). Kenyataannya KPMM siswa masih tergolong rendah. Penyebabnya siswa kurang aktif dalam menyelsaikan soal berbasis masalah. Supaya pembelajaran berjalan dengan baik, efektif dan efisien dibutuhkan perangkat pembelajaran. Tujuan penelitian menghasilkan perangkat pembelajaran dengan pendekatan kontekstual untuk memfasilitasi KPMM siswa pada materi bangun ruang sisi lengkung yang telah memenuhi standar valid dan praktis. Model pengembangan yang digunakan yaitu model 4D. Subjek penelitian yaitu kelas IX SMPN 40 Pekanbaru. Rata-rata hasil validasi silabus, RPP dan LKS adalah 3,94; 3,92; 3,86  dengan standar sangat valid. Skor rat-rata angket respon siswa pada uji coba kelompok kecil dan uji coba kelompok besar yaitu 3,8; 3,66 dengan kriteria sangat praktis. Produk yang dihasilkan berupa perangkat pembelajaran dengan pendekatan kontekstual untuk memfasilitasi kemampuan pemecahan masalah matematis siswa kelas IX pada materi bangun ruang sisi lengkung dengan kriteria sangat valid dan sangat praktis.Learning in the 2013 curriculum is suggested to produce work based on problem solving. One of the abilities that must be mastered by students in the learning process is the ability to solve mathematical problems (KPMM). In fact, students' KPMM is still relatively low. The reason is that students are less active in solving problem-based questions. In order for learning to run well, effectively and efficiently learning tools are needed. The aim of the research is to produce learning tools with a contextual approach to facilitate students' KPMM on curvature material that meets valid and practical standards. The development model used is the 4D model. The research subject was class IX at SMPN 40 Pekanbaru. The average syllabus, lesson plan and worksheet validation results are 3.94; 3.92; 3.86 with a very valid standard. The average score of student response questionnaires in small group trials and large group trials was 3.8; 3.66 with very practical criteria. The resulting product is a learning tool with a contextual approach to facilitate class IX students mathematical problem management abilities on curved sided geometric material with very valid and very practical criteria

    DEVELOPMENT OF “X-MATH” GAME-BASED LEARNING MEDIA TO INCREASE STUDENT’S MATHEMATICS LEARNING INTEREST

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    The decline in students' interest in learning mathematics due to the lack of variety in teaching media used in learning results in low student learning outcomes. One of these problems occurred in class VIII students at SMP Negeri 2 Bojonegoro. There are still educators who only focus on books when learning. Besides, educators who deliver material, especially Cartesian coordinates, only use a whiteboard. The use of this media is certainly not optimal if implemented in continuous learning because apart from spending a lot of time just drawing, it also results in monotonous and boring classes. Therefore, this research aims to develop X-MATH learning media, which is the application of game-based learning to class VIII Cartesian coordinate material that meets valid and practical criteria to increase students' interest in learning. This research uses the Borg and Gall model, which only carries out seven of the ten stages of the development procedure. The research results show that material expert validation results obtained a percentage of 95%, while media validation results obtained a percentage of 91.6%. Both results meet the level of validity, namely very valid and suitable for use. Besides that, based on field trials conducted with mathematics educator respondents and students, the average score percentage was 83.3%, so the media was categorized as quite practical. Based on the results of this research, the game-based X-MATH learning media developed is very valid and quite practical to use in learning Cartesian coordinates. Turunnya minat belajar matematika peserta didik yang disebabkan kurang bervariasinya media ajar yang digunakan dalam pembelajaran mengakibatkan rendahnya hasil belajar peserta didik. Permasalahan ini terjadi salah satunya pada peserta didik kelas VIII SMP Negeri 2 Bojonegoro. Masih dijumpai pendidik yang hanya terfokus pada buku saat pembelajaran. Selain itu, pendidik dalam penyampaian materi khususnya koordinat kartesius bahan ajar yang digunakan hanya papan tulis. Penggunaan media tersebut tentu kurang optimal jika dimplementasikan dalam pembelajaran berkelanjutan karena selain menghabiskan banyak waktu hanya untuk menggambar juga mengakibatkan kelas monoton dan membosankan. Sebab itu, tujuan dari penelitian ini adalah mengembangkan media pembelajaran X-MATH yang merupakan penerapan dari pembelajaran berbasis game pada materi koordinat kartesius kelas VIII yang memenuhi kriteria valid dan praktis guna meningkatkan minat belajar peserta didik. Penelitian ini merupakan penelitian pengembangan menggunakan model Borg and Gall yang hanya melaksanakan tujuh dari sepuluh tahapan prosedur pengembangan. Hasil penelitian menunjukkan bahwa hasil validasi ahli materi memperoleh persentase sebesar 95%, sedangkan hasil validasi media memperoleh persentase sebesar 91,6%. Kedua hasil tersebut memenuhi tingkat validitas yaitu sangat valid dan dapat digunakan. Selain itu, berdasarkan uji coba lapangan yang dilakukan dengan responden pendidik matematika dan peserta didik menghasilkan persentase skor rata-rata sebesar 83,3% sehingga media dikategorikan cukup praktis. Berdasarkan hasil penelitian tersebut maka media pembelajaran X-MATH berbasis game yang dikembangkan sangat valid dan cukup praktis digunakan dalam pembelajaran koordinat kartesius

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