Online Journal FKIP UM Metro (Universitas Muhammadiyah, Fakultas Keguruan dan Ilmu Pendidikan)
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Development of Concept Map Assisted by Articulate Storyline 3 with Jigsaw Model on the Material of Islamic Kingdom in Indonesia
This research was motivated by the fact that at SMAN 2 Batang Anai there was no development of web-based media, which resulted in students being less active in learning and less enthusiastic, because they still used teaching modules and printed books in the learning process. The aim of this research is to produce media in the form of concept maps. This research uses research and development methods or often called Research and Development (R&D). The results of this research are, the development of a concept map assisted by Articulate Storyline 3 with a jigsaw model on Islamic kingdom material in Indonesia which includes validation from experts, namely media expert validation of 95.71%, that the development of the concept map assisted by Articulate Storyline 3 meets the criteria for learning media. history that is valid and has been tested on students in class X.4 Phase E of SMAN 2 Batang Anai which is categorized as very practical
Studi Demografi Perbedaan Stress Akademik Mahasiswa ditinjau dari Keikutsertaan Organisasi, Prestasi akademik, dan Jenis Kelamin
The COVID-19 pandemic has significantly impacted education, one of which is online learning, an essential change for students that causes academic stress. This research aims to determine differences in academic stress during the pandemic regarding organizational participation, educational achievement, and student gender. The research method used is a quantitative correlational research method. This research was conducted in 2020, and the subjects of this research were 202 psychology students at a university in Surakarta who were selected using an incidental sampling technique. The data analysis technique used is two-way ANOVA. This research results show no difference in academic stress in terms of organizational participation, academic achievement, and gender
THE USE OF ENGLISH AS A LINGUA FRANCA IN TEACHING THAI STUDENTS: THE PERSPECTIVES FROM INDONESIAN TEACHERS
As the number of non-native speakers of English is increasing, the use of English as a Lingua Franca is spread across the globe. English as a Lingua Franca enables the people who come from different background of language to communicate and interact with each other. It is important to study the use of English as a Lingua Franca in teaching English to Thai students as it fosters the teachers to be creative by employing different learning strategies in teaching English. This study aims to find out the beliefs and attitudes of the Indonesian teachers on the use of ELF in Thai context. Furthermore, this study aims to explore the factors which contribute to these beliefs and attitudes. The writers employed qualitative study by using closed-ended and open-ended questionnaires as well as interviews to collect the data. The findings indicated that there were three categories of beliefs which were found; they were: virtual, maximal, and optimal positions. The findings implied that for the Thai students with the poor level of English, mixing English and Thai was needed. Furthermore, there were also two factors which contribute to the shaping of the beliefs; they were: English learning experience and the English language identity
INNOVATIVE PERSPECTIVE ON FORMATIVE ASSESSMENT; PERCEPTION AND EXPERIENCE OF EFL STUDENTS IN SIDOARJO
In contemporary secondary EFL (English as a Foreign Language) education, formative assessments play a critical role in enhancing students' language proficiency. This research explores the perceptions and experiences of EFL students in Sidoarjo regarding formative assessment practices. The central research question focuses on how students' perceptions and experiences with formative assessments influence their engagement and language development. Employing a phenomenological approach, qualitative data were collected through in-depth interviews and classroom observations with 25 secondary EFL students. Thematic analysis identified recurring patterns and themes, providing a comprehensive understanding of how these students perceive and experience formative assessment practices. Findings reveal that students perceive their experiences with interactive tools like Kahoot! and Quizizz as highly engaging and motivating, which they believe contributes to a more dynamic and participatory learning environment. Additionally, students' experiences with timely and constructive feedback were pivotal in helping them recognize and correct mistakes, thereby improving their language skills. Peer assessment and self-reflection were also seen as fostering a more student-centered learning environment, though some students encountered challenges in consistently understanding and applying these methods. These challenges underscore the need for better support and resources to ensure effective implementation. The research concludes that well-designed formative assessments, when aligned with students' perceptions and experiences, can substantially improve engagement and language proficiency. Recommendations include integrating interactive tools, emphasizing constructive feedback, and promoting peer assessment and self-reflection. Future research should explore the long-term impacts of formative assessments on EFL learning outcomes. This study underscores the transformative potential of formative assessments in EFL education and advocates for continuous support to enhance their effective implementation
PENGEMBANGAN E-LEARNING MELALUI APLIKASI EDUCATE BERBASIS PROBLEM BASED LEARNING TERHADAP PEMAHAMAN KONSEP FISIKA PESERTA DIDIK
Pengembangan e-learning melalui aplikasi educate pada materi gerak parabola ini bertujuan untuk mengetahui kelayakan media yang ditinjau dari segi validitas dan kepraktisan media. Penelitian ini menggunakan metode Penelitian dan Pengembangan (R&D) dengan mengadopsi model pengembangan 4D yang terdiri dari 4 tahapan, yaitu define, design, develop dan disseminate. Instrumen yang digunakan meliputi validasi ahli, praktikalitas guru dan praktikalitas siswa. Data yang diperoleh dianalisis dengan uji validitas dan uji praktikalitas. Hasil penelitian diperoleh validitas media e-learning melalui aplikasi educate pada materi gerak parabola yang dilihat dari nilai rerata para ahli 3,3, sehingga media yang dikembangkan dapat dikatakan valid. Kemudian, hasil praktikalitas media e-learning melalui aplikasi educate pada materi gerak parabola oleh guru 3,43 (sangat praktis) dan oleh siswa 3,76 (sangat praktis), sehingga media yang dikembangkan dapat dikatakan sangat praktis. Hasil penelitian tersebut menunjukkan bahwa media e-learning melalui aplikasi educate pada materi gerak parabola ini layak digunakan untuk meningkatkan pemahaman konsep peserta didik SMA/MA karena telah memenuhi kriteria validitas dan kepraktisan
MATH EDUCATIONAL GAME TO ENHANCE JUNIOR HIGH SCHOOL STUDENTS’ ALGEBRAIC THINKING
Students in the 21st century require training in solving real-world problems involving algebraic thinking through the use of technology in order to adapt effectively to their environment. This study aims to develop a math education application on algebra material that is valid, practical and effective for improving algebraic thinking skills. This type of research is development research with the ADDIE model. The research instruments employed in this study were: 1) expert validity, 2) an algebra test sheet, and 3) a questionnaire to gather students’ reactions to the developed educational game. Validity comprised game validity and content validity, aiming to obtain a valid and usable mathematics educational game. The data was analysed descriptively through the results of the educational game validity sheet. Meanwhile, the effectiveness of the educational game was observed through the results of the algebra ability test using a t-test. Furthermore, through the student response questionnaire, the researcher was able to ascertain the practicality of using the mathematics educational game. The results of this study indicate that the results of expert validation: (1) Feasible based on the validation results of media experts and material experts; (2) Practical based on student response questionnaires with excellent criteria; and (3) Effective where the average learning outcomes of the experimental class are better than the control class, a classical completeness of 81.14% was attained, positively correlated with learning interest, which in turn contributed to learning outcomes of 72.7%.Abad 21 mengharuskan siswa untuk terlatih dalam memecahkan masalah kehidupan nyata yang berkaitan dengan pemikiran aljabar menggunakan teknologi agar mampu beradaptasi dengan baik dilingkungannya. Penelitian ini bertujuan untuk mengembangkan aplikasi pendidikan matematika pada materi aljabar yang valid, praktis dan efektif untuk meningkatkan kemampuan berpikir aljabar. Jenis penelitian ini adalah penelitian pengembangan dengan model ADDIE. Instrumen penelitian yang digunakan adalah: 1) validitas ahli, 2) lembar tes aljabar, 3) angket yang berisi reaksi siswa kepada game edukasi dikembangkan. Validitas terdiri dari validitas game edukasi dan validitas materi bertujuan untuk mendapatkan game edukasi matematika yang valid dan layak digunakan. Data tersebut dianalisis deskriptif melalui hasil lembar validitas game edukasi. Sedangkan, keefektifan game edukasi dilihat dari hasil tes kemampuan aljabar dengan menggunakan perhitungan uji-t. Selanjutnya, peneliti melalui angket respon siswa peneliti dapat mengetahui kepraktisan penggunaan game edukasi matematika. Hasil penelitian ini menunjukkan bahwa hasil validasi pakar: (1) Layak berdasarkan hasil validasi pakar media dan ahli material; (2) Praktis berdasarkan kuesioner respons siswa dengan kriteria unggulan; dan (3) Efektif dimana rata-rata hasil pembelajaran kelas eksperimen lebih baik dari kelas kontrol, persentase keuntasan klasikal adalah 81,14%, dan ada pengaruh positif minat belajar dengan hasil pembelajaran sebesar 72,7%
CREATIVE THINKING ABILITY OF STUDENTS WITH THEORIST AND PRAGMATIST LEARNING STYLES IN SOLVING NUMBER OPERATION PROBLEMS
Creative thinking skills are essential in mathematics learning to address 21st-century challenges. This study aims to describe the creative thinking abilities of students with theorist and pragmatist learning styles in solving problems on number operations. The research employed a descriptive qualitative approach, with two subjects representing theorist and pragmatist learning styles, selected using purposive sampling from 27 seventh-grade students. The research instruments included the Learning Style Questionnaire (LSQ), problem-solving tests, and interview guidelines. Data were collected through questionnaires, tests, and interviews, then analyzed based on the indicators of fluency, flexibility, originality, and elaboration. The results revealed that students with a theorist learning style tend to produce structured and logical solutions, utilizing various approaches but showing limited innovation. Conversely, students with a pragmatist learning style demonstrated more practical and flexible approaches, along with originality through unique strategies, although their accuracy depended on precise assumptions. In conclusion, creative thinking abilities are influenced by students’ learning styles. Teachers are advised to provide exercises targeting all aspects of creative thinking to enhance the variation and quality of students' solutions.Kemampuan berpikir kreatif merupakan keterampilan penting dalam pembelajaran matematika untuk menghadapi tantangan abad ke-21. Penelitian ini bertujuan mendeskripsikan kemampuan berpikir kreatif siswa dengan gaya belajar teoris dan pragmatis dalam menyelesaikan masalah pada materi operasi bilangan. Penelitian ini menggunakan pendekatan deskriptif kualitatif dengan subjek dua siswa, masing-masing mewakili gaya belajar teoris dan pragmatis, yang dipilih melalui teknik purposive sampling dari 27 siswa kelas VII. Instrumen penelitian meliputi Learning Style Questionnaire (LSQ), tes pemecahan masalah, dan pedoman wawancara. Data dikumpulkan melalui metode angket, tes, dan wawancara, kemudian dianalisis berdasarkan indikator kelancaran, keluwesan, keorisinalan, dan elaborasi. Hasil penelitian menunjukkan bahwa siswa dengan gaya belajar teoris cenderung menghasilkan solusi yang terstruktur dan logis, menggunakan berbagai pendekatan, tetapi kurang inovatif. Sebaliknya, siswa dengan gaya belajar pragmatis lebih praktis dan fleksibel, serta mampu menunjukkan keorisinalan melalui strategi unik, meskipun masih terbatas pada keakuratan asumsi. Kesimpulannya, kemampuan berpikir kreatif dipengaruhi oleh gaya belajar siswa. Guru disarankan untuk memberikan latihan yang melatih seluruh aspek berpikir kreatif guna meningkatkan variasi dan kualitas solusi siswa
PENGEMBANGAN APLIKASI MOBILE LEARNING GEOMETRI UNTUK MENINGKATKAN KREATIVITAS MATEMATIS
Kurangnya pemanfaatan mobile learning disekolah serta rendahnya kreativitas matematis siswa khususnya materi geometri sehingga perlu dikembangkan aplikasi pembelajaran yang dapat meningkatkan kreativitas matematis siswa. Penelitian pengembangan ini bertujuan untuk menghasilkan produk berupa aplikasi mobile learning geometri untuk meningkatkan kreativitas matematis. Produk ini memuat materi bangun ruang untuk kelas VII SMP. Produk dikembangkan mengikuti model ADDIE: Analyze, Design, Development, Implementation, dan Evaluation. Hasil penelitian menunjukkan bahwa: (1) Aplikasi mobile learning geometri yang dikembangkan dikemas dengan menggunakan sintaks Creative problem solving dilengkapi dengan fitur liveworksheets, geogebra, video pembelajaran, quiziz dan google form yang memfasilitasi peningkatan kreativitas matematis. (2) Produk yang dikembangkan dinyatakan valid berdasarkan hasil validasi aplikasi mobile learning geometri yang diperoleh dari dua ahli media dan materi dimana rata-rata indeks Aiken mencapai 0,94 dari skor maksimal 1 dan berada pada kategori “Tinggi”. Produk dinilai praktis didasarkan pada persentase penilaian oleh guru yang mencapai 96,55%, penilaian oleh siswa mencapai 71,28%, serta rata-rata persentase keterlaksanaan pembelajaran mencapai 85.83%. Produk juga dinilai efektif berdasarkan kenaikan yang signifikan pada variabel kreativitas matematis dimana uji proporsi menujukkan skor test kreativitas mencapai kriteria minimal baik lebih dari 69,9%. Dengan ini, maka produk yang dikembangkan berupa aplikasi mobile learning geometri memenuhi kriteria valid, praktis dan efektif.The limited use of mobile learning in schools and low mathematical creativity among students, especially in geometry, necessitates the development of a learning application to enhance mathematical creativity. This development research aims to create a mobile learning application for geometry to boost students' mathematical creativity. The application covers spatial geometry material for 7th-grade junior high students and was developed using the ADDIE model: Analysis, Design, Development, Implementation, and Evaluation. Results show that: (1) The application, designed with the Creative Problem Solving (CPS) framework, includes features like live worksheets, GeoGebra, instructional videos, Quizizz, and Google Forms to support creativity. (2) The product is validated with an average Aiken index of 0.94, indicating high validity. It is deemed practical with teacher evaluations at 96.55%, student evaluations at 71.28%, and an average lesson implementation percentage of 85.83%. Effectiveness is confirmed by a significant increase in mathematical creativity, with test scores exceeding the 69.9% minimum criterion. Thus, the mobile learning application meets the criteria for validity, practicality, and effectiveness
History of Islamization of the Cikondang Traditional Village Community in Pangalengan
This article discusses the process of Islamization of the Cikondang Village indigenous community and the social changes that occurred within it. This research aims to (1) determine the historical process of the formation of the Cikondang Traditional Village, (2) determine the development process of Islamization that occurred among the Cikondang Traditional Village community, (3) determine the social, economic, and political structure of the Cikondang Traditional Village community. This research method is a historical method with stages (1) Heuristics, (2) Criticism, (3) Interpretation and (4) Historiography. The results of this research are that historically the Cikondang Traditional Village community has been established for 400 years since their ancestors, Pameget Uyut and Wife Uyut established settlements around the current Lamajang Village. The Islamization process that took place in the Cikondang Traditional Village took place sporadically through a cultural and traditional approach as well as a philosophy that was accepted by the community at that time. In the next stage, a system was formed that continued to undergo adjustments, in the social, economic and political sectors until now
Peran Kepribadian Tangguh terhadap Kebijaksanaan pada Karyawan di Kota Surakarta
This study aims to analyze the role of hardiness personality on wisdom in middle-aged employees in the city of Surakarta. The hypothesis in this study is that a hardiness personality has a positive effect on wisdom in middle-aged employees in the city of Surakarta. There were 166 research subjects consisting of 80 men and 86 women. This study used a wisdom scale with a reliability of 0.853 and a hardiness personality scale with a reliability of 0.926. The results showed that a hardiness personality significantly affected the wisdom of teaching staff in Surakarta with an effective contribution of 10.1%. The results can be seen from the regression coefficient of hardiness personality on wisdom 0.318 with a p-value <0.05. Thus, the hypothesis in this study is accepted. Overall, this study explains the wisdom of middle-aged employees in the city of Surakarta