Online Journal System-Kumpulan Jurnal STKIP Singkawang ((Sekolah Tinggi Keguruan Dan Ilmu Pendidikan Singkawang)
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    PROFIL PENALARAN GEOMETRIS SISWA SEKOLAH MENENGAH ATAS DI KECAMATAN TEBAS TAHUN 2021

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    Tujuan Penelitian berlatar belakang untuk (1) Mengetahui penalaran geometrik siswa SMA (2) Mendapatkan informasi ; (3) Metode pengajaran guru yang masih belum bersifat  kontekstual; (4) Cara berpikir siswa hanya bersifat praktis. Melalui penelitian ini diharapkan dapat diperoleh informasi sebagai berikut: pembelajaran penalaran geometrik SMA berdasarkan jenis kelamin dan jurusan. Penelitian ini dilakukan dalam bentuk analisis dan deskripsi, dan dibagi menjadi beberapa tahapan sebagai berikut: (1) Memberikan soal-soal penalaran geometrik SMA; (2) Menganalisis jawaban sesuai dengan standar penalaran; (3) Petakan jawaban siswa dari hasil analisis sesuai standar. Kesimpulan penelitian ini adalah: (1) Perbedaan gender siswa dalam penalaran geometrik tidak signifikan; (2) Kemampuan penguasaan konsep geometri berbeda secara signifikan menurut jurusan yang berbeda, dan lebih banyak siswa IPA yang dapat menjawab soal dengan benar

    Manufacturing Organic Fertilizer By A Group Of Farmer Households In Sungai Rengas Village Kubu Raya District

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    Currently, there are many organic fertilizers sold in the market, but it is no less important that housewives farmers can make their own, in order to take advantage of the waste that is around their household. The purpose of this activity is that household waste that exists in each household can be used as a useful material for crops that are planted in their gardens or in their yard. This activity is a collaboration between the faculty and independent farmers engaged in organic vegetable entrepreneurship which will be carried out in September 2021, which was followed by women farmers who were in Sungai Rengas village, Kubu Raya Regency. The method used in this activity consisted of lectures and demonstrations, as well as evaluation. The results of this activity were very enthusiastic, because all this time they considered that the waste in the household was only waste or garbage. The results of the evaluation that the fertilizer made by the women were very good, which was shown by after being applied to the flower cabbage plant

    Analysis of the Meaning of Referential and Non-Referential Lyrics of the Malay Song Sambas on the Album of Terigas 2

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    This research was motivated by the referential meaning and non-referential meaning contained in the album of Terigas 2. This study aims to (1) describe how referential meaning refers to objects in the lyrics of the Malay song Sambas on the album of Terigas 2, (2) describe how the referential meaning refers to events in the lyrics of the Malay song Sambas on the album of Terigas. 2, (3) describe how the non-referential meaning in the form of prepositions in the lyrics of the Malay song Sambas on the album of Terigas 2, and (4) describe how the non-referential meaning in the form of conjunctions in the lyrics of the Malay song Sambas on the album of Terigas 2. This study used a descriptive method in the form of qualitative research. The source of data in this study came from the album Terigas 2 and the data in this study was a series of words in the album Terigas 2 which contain referential and non-referential meanings. The data collection technique used was a documentary study technique and the tools used were the researchers themselves as key instruments and data recording cards. There were five data analysis techniques used in this study which included reading/understanding data, classifying data, selecting data, analyzing data, and concluding data. Based on the results of the study obtained 85 data, namely the referential meaning in the form of objects totalling 51 data, referential meaning in the form of events totalling 19 data, non-referential meaning in the form of prepositions totalling 3 data, and non-referential meaning in the form of conjunctions totalling 12 data

    Analysis Of The Effect Of Work-Life Balance, Self-Esteem And Work Motivation On Organizational Commitment Moderated By Organizational Justice On Workers In Yogyakarta

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    The purpose of this study is to impact the effect of work-life balance, self-esteem and work motivation on organizational commitment moderated by organizational justice in the workforce at Yogyakarta. This research is quantitative. The population in this study was the entire workforce at Yogyakarta. The sample used in this study was 100 employees. The sampling technique in this research is non-probability sampling using purposive sampling. Data was collected by distributing questionnaires. The data analysis technique used is the inner model and path analysis. The data that has been obtained is processed using SmartPLS 3.0. the results of this study indicate that work-life balance has a positive and significant effect on organizational commitment; self-esteem has a positive and significant effect on organizational commitment; work motivation has a positive and significant effect on organizational commitment; work-life balance, self-esteem and work motivation have a positive and significant effect on organizational commitment moderated by organizational justice

    Efektivitas Permainan Gasik 2.0 pada Pembelajaran IPA untuk Menumbuhkan Keterampilan Abad 21 Siswa SMP

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    Penelitian ini bertujuan untuk mengetahui efektivitas permainan Gasik 2.0 pada pembelajaran serta mengetahui gambaran keterampilan abad 21 siswa pada aspek kognitif dan psikomotor. Keterampilan Abad 21 yang difokuskan yaitu keterampilan 4Cs yang dirujuk dari Partnership 21 meliputi (1) Critical Thinking and Problem Solving; (2) Creativity and Innovation; (3) Communication; (4) Collaboration. Metode pengumpulan data yang digunakan yaitu metode eksperimen. Sampel penelitian yaitu 150 siswa SMP Negeri 1 Bonang. Permainan Gasik diterapkan pada 75 siswa sebagai kelas eksperimen, sedangkan 75 siswa yang lain diberikan pembelajaran dengan diskusi sebagai kelas kontrol. Pengumpulan data menggunakan soal tes dan lembar observasi keterampilan. Data hasil tes dianalisis menggunakan uji-t, sedangkan hasil observasi dianalisis menggunakan statistik deskriptif. Hasil uji-t menunjukkan nilai signifikansi 0.00 sehingga terdapat perbedaan antara nilai postes kelas eksperimen dengan kelas kontrol. Rata-rata nilai postes pada kelas kontrol yaitu 45, sedangkan pada kelas eksperimen sebesar 59. Hasil analisis tersebut menunjukkan bahwa penggunaan permainan Gasik 2.0 pada pembelajaran terbukti mampu menumbuhkan keterampilan abad 21 pada aspek kognitif. Namun, peningkatannya tergolong rendah. Untuk hasil observasi keterampilan abad 21 pada aspek psikomotor di kelas eksperimen terdapat satu keterampilan yang memenuhi standar, yaitu kolaborasi, sedangkan pada kelas kontrol belum memenuhi standar.Kata Kunci: Keterampilan Abad 21; 4C; Permainan Gasik; Gamifikasi The Effectiveness of Gasik 2.0 Games on Science Learning to Grow 21st Century Skills of Junior High School StudentsABSTRACTThis study aims to determine the effectiveness of Gasik 2.0 games on learning and find out the picture of students' 21st century skills on cognitive and psychomotor aspects. The 21st Century skills focused on were the 4Cs skills referenced from Partnership 21 including (1) Critical Thinking and Problem Solving; (2) Creativity and Innovation; (3) Communication; (4) Collaboration. The data collection method used was the experimental method. The research sample was 150 students of SMP Negeri 1 Bonang. Gasik's game was applied to 75 students as an experimental class, while another 75 students were given learning with discussion as a control class. Data collection used test questions and skill observation sheets. The test result data were analyzed using a t-test, while the observation results were analyzed using descriptive statistics. The results of the t-test showed a significance value of 0.00 so there was a difference between the posttest value of the experimental class and the control class. The average posttest score in the control class was 45, while in the experimental class it was 59. The results of the analysis showed that the use of Gasik 2.0 games in learning had proven to be able to grow 21st century skills in cognitive aspects. However, the increase was relatively low. For the results of the observation of 21st century skills on psychomotor aspects in the experimental class, there was one skill that meets the standards, namely collaboration, while in the control class it had not met the standards

    Lifestyle Without Tobacco dan Kebermaknaan Hidup Lansia

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    Kebermaknaan hidup terkait dengan bagaimana seseorang dapat menemukan makna hidupnya secara positif, termasuk kebiasaan lifestyle without tobacco yang sangat bermakna bagi kesehatan lansia. Jenis penelitian ini merupakan  penelitian kuantitatif yang menggunakan desain observasional kolerasi. Responden berjumlah 33 orang yang tersebar di dua desa, dan salah satunya adalah desa kontrol. Analisis data menggunakan uji kolerasi spearmen’s. Hasil penelitian menujukkan bahwa sebanyak 17 orang (51,5%)  lansia yang berada di desa Bone-Bone memiliki perilaku tidak merokok (life style without tobacco), sedangkan pada desa kontrol yaitu desa Salukanan terdapat 7 orang (21,2%) lansia yang merokok. Kebermaknaan hidup pada lansia yang tidak merokok lebih baik daripada lansia yang merokok. Demikian juga dari hasil uji kolerasi spearmen’s diperoleh nilai ρ = 0,02 dan (r) = 3,99. Hal tersebut menunjukkan bahwa terdapat hubungan penerapan lifestyle without tobacco dengan kebermaknaan hidup pada lansia. Penelitian ini dapat menjadi model bagi daerah lain untuk menerapkan kawasan tanpa rokok agar menjadi tempat yang layak bagi lansia

    PENGEMBANGAN LKPD BERBASIS PENDEKATAN CONTEXTUAL TEACHING LEARNING MATERI GEOMETRI MATEMATIKA KELAS IV SEKOLAH DASAR

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    Berdasarkan observasi awal diperoleh dari SD Negeri 90 Palembang yaitu khususnya siswa kelas IV bahwa rata-ratanilai peserta didik di SD Negeri 90 Palembangpada materi geometri masih dibawah KKM “75”. Sedangkan nilai rata-rata peserta didik pada materi geometri di SD Negeri 90 Palembang “70”, dikarenakan pembelajaran masih berpusat pada guru, dan peserta didik kurang memahami konsep yang diberikan. Oleh karena itu, pendidik harus menciptakan pembelajaran yang menyenangkan untuk peserta didik, misalnya dengan mengembangkan LKPD yang menarik. Maka peneliti mamadukan LKPD dengan berbasis Contextual Teaching Learning. Pendidik hanya mengandalkan buku paket dari pemerintah, selain itu juga keterbatasan bahan ajar yang dapat memfasilitasi atau mendorong berkembangnya kemampuan peserta didik. Penelitian ini merupakan jenis penelitian Research and Development (R&D). Penelitian ini menggunakan model ADDIE yang terdiri dari lima tahapan yaitu Analysis, Design, Development, Implementation, and Evaluation. Subjek dalam penelitian ini ialah peserta didik kelas IV SD Negeri 90 Palembang. Teknik pengumpulan data yang digunakan yaitu angket. Teknik analisis data yang digunakan yaitu analis validasi, analisis kepraktisan dan analisis keefektifan. Proses analisis validasi ini divalidasi oleh 4 ahli/pakar yaitu ahli materi, ahli media, dan ahli bahasa dengan rata-rata 93,88% dikategorikan sangat valid. Proses analisis kepraktisan dengan mengujicobakan kepada peserta didik pada tahap uji perorangan (one to one) menggunakan 3 peserta didik dan tahap uji kelompok kecil (small group) menggunakan 8 peserta   didik, setelah diujicobakan mendapat skor rata-rata 91,33 %. Sehingga dikategorikan sangat praktis. Proses analisisis keefektifan diujicobakan oleh peserta didik melalui uji lapangan (field test) yaitu seluruh peserta didik di kelas, setelah diujicobakan mendapat Gain-score rata-rata 0,72 dikategorikan sangat efektif. Dengan demikian dapat disimpulkan bahwa LKPD berbasis pendekatan Contextual Teaching Learning dikategorikan sangat valid, praktis dan efektif. Dengan dilakukannya penelitian ini dalam mengembangkan suatu produk yaitu Lembar Kerja Peserta Didik (LKPD) merupakan hal sangat penting didalam dunia pendidikan dikarenakan produk yang dikembangkan didalam penelitian ini akan terus mengalir dan bermanfaat untuk anak-anak yang akan menempuh jenjang  sekolah khususnya kelas IV Sekolah Dasar. Peneliti juga membuat pembelajaran yang menyenangkan sehingga materi-materi yang terdapat didalam Lembar Kerja Peserta Didik (LKPD) yang sudah dikembangkan peneliti berisi materi dalam gambaran bentuk yang nyata yang terdapat dalam kehidupan sehari. Hal ini juga akan mempermudah anak-anak dalam memahami materi atau bentuk soal-soal yang akan dikerjakan

    EFEKTIVITAS BAHAN AJAR DIGITAL BERBASIS MOBILE LEARNING PADA PROGRAM STUDI PENDIDIKAN GEOGRAFI UNIVERSITAS TADULAKO

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    The development of Industry 4.0 in the learning process can support graduate learning outcomes. The lecture system both online and offline as well as blended learning can be carried out properly if it is prepared according to learning needs. The learning process in the geography education study program after the 28 September 2018 natural disaster continued with the covid 19 pandemic and the new normal, so the learning process was carried out online and blended learning. This study aims to determine the effectiveness of using digital teaching materials based on mobile learning in geography education study programs. The research design is Quasi Experimental with the Noneequivalent Control Group Design model. All students of the Indonesian regional geography course were the research subjects with a research sample of 2 classes as the experimental class and the control class. This research was conducted in two stages, namely (1) product development of digital teaching materials based on mobile learning and (2) implementation in the LMS class to determine the effectiveness of digital teaching materials based on mobile learning. The research instruments were in the form of tests and questionnaires. N-Gain analysis technique to measure the effectiveness of product development based on student learning outcomes. The results showed 1) Validation by design and instructional media experts showed an average percentage of 76.89% was in the eligible/usable qualifications and the product development attracted student learning interest with a percentage of 79.37%. The results showed that the average level of students' understanding increased as indicated by the average value of the pretest in the experimental class of 47.62 in the control class of 54.29 and the average post-test in the experimental class of 74.29 in the control class of 72.38. Product development is effective for use with an N-gain score for the experimental class of 0.6 and the control class of 0.4 in the medium category

    Development of Simple Light Diffraction Props Assisted by Tracker Application with Camera Module and Arduino UNO

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    This study aims to develop simple light diffraction teaching aids that can be used in learning light diffraction material in schools, as well as to train students' science process skills. This study uses the type of research Design Development and Research (DDR) which is divided into four stages of research, namely analysis, design, development, and evaluation. Before being used in the field, these props were first tested for feasibility. The feasibility test of this light diffraction teaching aid was carried out by conducting a validity test, practicality test, and instrument effectiveness test. In the test results of the validity of teaching aids obtained a percentage of 93% with a very valid category. The results of the practicality test obtained a percentage value of 89% with a very practical category. The results of the test of the effectiveness of teaching aids are represented by the student response test, and the teacher's perception test. In the student response test, a percentage of 86% was obtained in the very effective category, while the teacher perception test obtained a percentage of 84% in the very effective category. Based on the three feasibility tests that have been carried out, it can be concluded that this teaching aid is very suitable to be used in learning diffraction material in schools, and can train students' science process skills

    The Effect of Problem Based Learning Applied With Blended Learning on Students’ Problem Solving Skills

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    This research aims to determine the influence of the PBL model applied through blended learning on improving the problem-solving ability of learners on the concept of light topic physics at the junior high school / MTs level. The research method used by the one group pretest posttest design data was obtained through the provision of a problem-solving test consisting of pre-test and post-test. After the pre test, blended learning was conducted 3 times after that post test was carried out. The sample in the study was a class VIII student at integrated MTs in one of Gorontalo's 25 cities. Research and analysis results show the influence of blended learning on problem-solving skills. The ability to solve problems can be seen from the improvement of learners' problem-solving ability on the concept of light. This can be seen from the comparison of the value obtained in the pre-test and post-test analyzed using N-Gain which is as wide as 0.77 with a high interpretation. Other influence indicators can be seen from the pretest average of 37% while the posttest average is 86%. Improvements also occur in all problem solving indicators

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    Online Journal System-Kumpulan Jurnal STKIP Singkawang ((Sekolah Tinggi Keguruan Dan Ilmu Pendidikan Singkawang)
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