Online Journal FKIP UM Metro (Universitas Muhammadiyah, Fakultas Keguruan dan Ilmu Pendidikan)
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    Perspektif Gender Remaja Awal dalam Kecerdasan Emosional

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    Adolescence is a phase where a person experiences emotional changes in forming a more mature and independent person. This research explores the differences and similarities between the two objects studied. The research method uses quantitative methods with a comparative description model. The research population was 168 people. The research sample was a total sample of 120 people. The results of processing the research data using the difference test analysis formula (T-Test) showed that the t-test value with calculated t was -0.993 with a significance of 0.323. Therefore, the importance of 0.323>0.05 shows that the emotional intelligence of female and male students is in the same category: medium. So, it can be concluded that there is no difference between the emotional intelligence of female and male students at Wijaya Kusuma High School, East Jakarta

    THE EFFECT OF FLY SWATTER GAME ON STUDENTS VOCABULARY MASTERY FOR ELEVENTH GRADE

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    In learning English, vocabulary is one of the language aspects and is the most important component as a communication tool that students must master as a basis for mastering English. Vocabulary means basic knowledge and useful material in the form of words that are always used by students in learning a particular language. The aim of this research is to examine the effect of using the fly swatter game on the learning and vocabulary mastery of class XI students at SMA Negeri 2 Metro. This study used a quantitative method with a quasi-experimental design. The researcher used the fly swatter game as a teaching technique in the experimental class, while the conventional teaching technique will used in the controlled class. The results of the study using hypothesis testing show that the first test uses a significance level of 5% or a significance level of 0.05. sig. (2-tailed). The t-count (1.420) is lower than the t-table (2,000) with a significance of (0.165) > 0.05. Therefore, it can be said that teaching English vocabulary mastery using the Fly Swatter Game is effective but not significant

    PENGARUH KEPERCAYAAN MEREK DAN KEBIASAAN MENGGUNAKAN PRODUK TERHADAP LOYALITAS PELANGGAN DI MCDONALD’S SAMARINDA

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    The purpose of the research was to determine the effect of brand trust and habitual behavior on McDonald's Samarinda customer loyalty. This type of research uses descriptive methods with a quantitative approach. The sample used was 100 McDonald's Samarinda customers. The data analysis used is a multiple linear regression analysis. The results of the study show that brand trust and habitual behavior simultaneously have a significant effect on customer loyalty. In the coefficient of determination (R2) test, it is known that the magnitude of the effect of brand trust and habitual behavior is 55.9%, while the remaining 44.1% is influenced by variables outside of brand trust and habitual behavior, such as customer satisfaction. The conclusion of the study is that McDonald's Samarinda customers repurchase products 3–4 times a month and recommend the McDonald's brand to the surrounding environment or other people because they have brand trust and habitual behavior.Keywords: Brand Trust; Customer Loyalty; Habitual Behaviou

    PENGEMBANGAN BAHAN AJAR BERBASIS GAMIFICATION TERHADAP KEEFEKTIFAN BELAJAR SISWA MATERI IPAS

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    Kemajuan dunia teknologi yang mendunia telah berpengaruh terhadap segala aspek kehidupan baik di bidang ekonomi, politik, kebudayaan, dan bahkan di dunia pendidikan. Guru perlu memahami bagaimana cara siswanya belajar dan mencarikan cara terbaik dengan memanfaatkan kemajuan teknologi. Gamification merupakan salah satu dari perkembangan teknologi yang bisa dimanfaatkan dalam pembelajaran. Proses pembelajaran tentu saja tidak dapat terlepas dari pemanfaatan bahan ajar. Tujuan penelitian ini untuk mendeskripsikan kefektifan pemanfaatan teknologi gamification. Penelitian ini merupakan penelitian pengembangan dengan model 4-D yang dikembangkan oleh Thiagarajan. Berdasarkan hasil penelitian, untuk mengetahui keefektifan hasil belajar dengan menggunakan tes hasil belajar. Berdasarkan tes hasil belajar dilanjutkan dengan melaksanakan pengolahan data dan dianalisis dengan kriteria maka diperoleh nilai 82,68% dengan kriteria sangat efektif. Kesimpulan dari penelitian ini yaitu Pengembangan bahan ajar berbasis gamification sangat efektif terhadap hasil belajar siswa.Kata Kunci: gamification, keefektifan, pengembanga

    DEVELOPMENT OF ANIMATED VIDEO BASED ON CONTEXTUAL TEACHING AND LEARNING USING ANIMAKER ON THE MATERIAL OF EQUAL AND INVERSE VALUE COMPARISON

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    The results of needs analysis show that 51% of students prefer video-based learning. The results of mathematics teacher interview show that students have difficulty in differentiating the equal and inverse value comparison materials. This study aims to describe the validity, practicality, and effectiveness of animated videos based on CTL using Animaker on equal and inverse value comparison for students grade VII at SMP Negeri 6 Jember. This study employs the R&D method with the DDD-E model approach. Six participants were recruited on a small scale and 32 participants on a large scale. The results showed that the validity of the animated video developed included the validity of the material reached the score of 98% (very valid category), and the validity of the media reached the score of 86% (very valid category). Practicality is obtained from small-scale student responses, large-scale student responses, and teacher responses, with their respective scores reaching the score of 81.4% (very practical), 89.8% (very practical), and 86% (very practical). The effectiveness is obtained from the Wilcoxon test with Sig. 0.001 where <0.05, it can be stated that there is a difference between before and after using animated video media. While the N-Gain test reached a score of 0.72 (high category), so it can be stated to be effective. It can be concluded that the animated video developed can be said to be suitable for use in learning Mathematics

    DEVELOPMENT OF A NUMERACY LITERACY BASED MATHEMATICS TEST ASSESSMENT ON INTEGERS IN PRIMARY SCHOOLS

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    One of the mathematics materials students considers difficult is integer material. This affects the results of AKM Numeracy, which is not optimal, especially in the number domain. This study aimed to develop a numeracy literacy-based mathematics test instrument on whole number material in grade V elementary school. This type of research is Research & Development with the development stages of the Thiagarajan 4D model (defining, designing, developing, and disseminating). The instruments developed include question grids as guidelines for making questions, questions and answer keys to test students' numeracy skills and scoring guidelines as a tool for giving student scores. The number of questions developed was three multiple-choice questions and seven complex multiple-choice questions. The principal and fifth-grade teacher validated this test instrument and obtained very valid results. The instrument was tested on fifth-grade students of SDN Kasembon 3 in the 2023/2024 school year and received the results of the item validity test getting a valid level on each item, the reliability test getting a high level, the differentiator test getting a sufficient and reasonable level, and the difficulty test getting an easy and moderate level. So, this numeracy literacy-based mathematics test instrument on integer material is feasible and can measure numeracy skills very wel

    ANALISIS PROSES BERPIKIR KOMPUTASI SISWA PADA MATERI BARISAN ARITMETIKA BERDASARKAN KECERDASAN MAJEMUK

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    Kemampuan berpikir komputasi adalah keterampilan yang dibutuhkan pada pembelajaran di Abad 21. Berpikir komputasi menjadi keterampilan penting untuk melatih siswa menyelesaikan masalah, sedangkan setiap siswa memiliki kecerdasan majemuk yang beragam. Penelitian ini bertujuan untuk mendeskripsikan proses berpikir komputasi pada barisan aritmetika berdasarkan kecerdasan majemuk. Penelitian ini merupakan penelitian deskriptif kualitatif. Partisipan dalam penelitian ini dipilih menggunakan teknik purposive sampling dengan berdasarkan kecerdasan majemuk siswa. Berdasarkan purposive sampling terpilih 6 partisipan, meliputi dua partisipan dengan kecerdasan visual spasial, dua partisipan dengan kecerdasan verbal linguistik, dan dua partisipan dengan kecerdasan logis matematis. Teknik pengumpulan data dilakukan melalui tes dan wawancara. Analisis data terhadap proses berpikir komputasi siswa dilihat berdasarkan kecerdasan majemuknya yaitu visual spasial, verbal linguistik, dan logis matematis. Hasil analisis menunjukkan bahwa proses berpikir komputasi ketiga kategori siswa dimulai dengan mendekomposisi masalah. Pada tahap berpikir algoritma siswa dengan kecerdasan visual spasial melakukan pengenalan pola dengan baik, siswa dengan kecerdasan verbal lingustik menggunakan kemampuan pemahaman ilustrasi soal untuk menyelesaikan masalah selanjutnya mengabstraksi informasi soal menggunakan istilah matematis untuk menemukan generalisasi rumus umum. Siswa dengan kecerdasan logis matematis berpikir melakukan abstraksi dan generalisasi menggunakan simbol matematis. Pada tahap debugging tidak dilakukan oleh seluruh siswa sehingga siswa memperoleh hasil akhir yang kurang tepat. Computational thinking ability is a skill required in 21st-century learning. Computational thinking becomes an important skill to train students in problem-solving, especially because each student has diverse multiple intelligences. This study aims to describe the process of computational thinking in arithmetic sequences based on multiple intelligences. This research is a qualitative descriptive study. Participants in this study were selected using purposive sampling techniques based on students' multiple intelligences. Six subjects were chosen using purposive sampling, including two with visual-spatial intelligence, two with verbal-linguistic intelligence, and two with logical-mathematical intelligence. Data collection approaches included tests and interviews. Data analysis on the process of students' computational thinking was viewed based on their multiple intelligences, such as visual-spatial, verbal-linguistic, and logical-mathematical. The analysis results revealed that the computational thinking process of the three student groups began with dissecting the problem. Visual-spatial intelligence students excelled at pattern detection throughout the algorithmic thinking level. Students with verbal-linguistic intelligence solved the problem by first understanding the illustration and then abstracting the problem information using mathematical words to create generalizations of general formulas. Students with logical-mathematical intelligence think by performing abstraction and generalization using mathematical symbols. The debugging stage was not performed by all students, resulting in less accurate final results

    The Existence of Kayaq Sandongan Art in Enriching the Civic Culture of the Sasak Community

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    This research generally aims to: a) describe the efforts of the Sasak people in maintaining the existence of the Kayaq Sandongan art; b) the values contained in the Kayaq Sandongan art as the civic culture of the Sasak people. This research is a descriptive study with a qualitative approach. The research object is the values of character education and the meaning of character education values in Kayaq Sandongan. Data was collected by determining the units and recording then analyzed by data reduction and data analysis. Inference based on four categories of educational character values. Semantic validity and expert interviews were used to validate the research results. Based on the results of the study, it can be concluded that the existence of Kayaq Sandongan is maintained because there is a community that supports the Kayaq Sandongan art, artists who have passed it down from generation to generation and support for the village and district governments. There are four values of character education in the Kayaq Sandongan mask dance, namely: 1) religious values, 2) values of responsibility and hard work, 3) values of tolerance, and 4) values of caring for the environment

    From Integration to Marginalization: The Influence of Assimilation Policies on Benteng Chinese Society 1966-1997

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    The aims of this research are: To analyze the influence of New Order policies on the Chinese Benteng community in Tangerang City in 1966-1997. The research method used is the historical method which consists of heuristics, criticism, interpretation and historiography. The results of the study revealed that as a result of this policy, the Chinese Benteng community in Tangerang City, who were peranakan Chinese in Indonesia, were also affected. In the political field they are not allowed to be elected, they have difficulty obtaining an identity due to the difficulty in obtaining an SBKRI, in the social field they change their Chinese name to an Indonesian name, in the economic field the Chinese Benteng community has difficulty getting a job, in the cultural sector there are traditions that are generally performed in public being banned and carried out secretly in the Temple, and in the religious field some of the Benteng Chinese people who adhere to the Confucian religion are not recognized as religious

    Effectiveness of Using PinterPolitik.TV’s Youtube Channel in Strengthening the Character of Nationalism

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    This study aims to determine the effectiveness of using the PinterPolitik.TV YouTube channel to strengthen students’ nationalism character in learning class XI history at SMAN 7 Banjarmasin. The research method used a quantitative approach and descriptive research. The sampling in this study used probability sampling with a simple random sampling technique. The data collection technique used in this research was a questionnaire. The reference for measuring the use of the PinterPolitik.TV YouTube channel uses Information Systems Success Theory as an indicator for the independent variable and the Character of Nationalism as an indicator for the dependent variable. Data collection was conducted by distributing physical questionnaires to 167 respondents. The results of research from 167 respondents on 26 statement items related to the effectiveness of using the PinterPolitik.TV YouTube channel on strengthening the character of student nationalism in learning history obtained a significance result of 0.000, which is smaller than 0.05. The total measurement of the effectiveness of using the PinterPolitik. TV YouTube channel on strengthening the character of student nationalism is 65.00%, which is included in the Success category

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    Online Journal FKIP UM Metro (Universitas Muhammadiyah, Fakultas Keguruan dan Ilmu Pendidikan)
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