Online Journal System-Kumpulan Jurnal STKIP Singkawang ((Sekolah Tinggi Keguruan Dan Ilmu Pendidikan Singkawang)
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    Learning By Doing Model In Women Empowerment Through Micro, Small, And Medium Enterprises

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    This study aims to analyze women empowerment through Micro, Small, and Medium Enterprises (MSMEs) using the learning by doing approach in Imbanagara Village, Ciamis Regency. Women empowerment is a strategic effort to improve family welfare and encourage women's active participation in productive economic activities, particularly in home-based industries. The research employs a qualitative approach using a case study method. Data were collected through interviews, observations, and documentation with MSME actors and Village-Owned Enterprises (BUMDes) managers. The findings indicate that the learning by doing model effectively enhances the skills, confidence, and business management capabilities of women engaged in MSMEs. Support from BUMDes, in the form of training, mentoring, and access to capital, significantly contributes to the success of women-led businesses. The integration of technology in product marketing has also been initiated, though it still requires further enhancement. This study concludes that women empowerment through MSMEs not only improves family income but also creates new job opportunities for the surrounding community. Therefore, further technological assistance and access to capital are necessary to ensure the program’s sustainability and optimal impac

    Strategi Guru dalam Mengatasi Kesalahan Penulisan Ejaan pada Siswa Kelas Rendah SD

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    T This study aims to describe the strategies used by teachers in overcoming spelling errors in low-grade elementary school students. Spelling problems are one of the common difficulties for low-grade students, such as errors in the use of capital letters, punctuation marks, spacing between words, and the writing of absorbed elements. This study used a descriptive method with data collection techniques in the form of interviews, observations, and documentation of low-grade teachers in several elementary schools. Data analysis was conducted through the Miles and Huberman model, which includes data reduction, data presentation, and conclusion drawing. The results showed that spelling errors that often occur include: improper placement of capital letters, inconsistent spacing, incorrect use of punctuation marks, and word writing errors. To overcome these problems, teachers apply several strategies, such as providing additional study time, giving more attention to students who are having difficulty, correcting errors directly with feedback, and collaborating with parents to accompany children when studying at home. This study emphasizes the importance of teachers' active role and parents' support in improving students' basic literacy skills early on, so that errors in writing do not become sustainable habits at the next level of education

    Pengembangan Media VR-LADUSI Berbasis Artsteps.com Untuk Meningkatkan Hasil Belajar Literasi Bahasa Indonesia Kelas II Sekolah Dasar

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    Technology-based learning media is increasingly needed in basic education, including virtual reality media to improve student learning outcomes. This study aims to develop, evaluate the feasibility and effectiveness of VR-LADUSI (Virtual reality-Exploring the World of Professions) media based on artsteps.com in Indonesian Class II. This research is based on the research and development (R&D) method with the ADDIE approach. Data collection techniques include interviews, observations, documentation, questionnaires, and tests. The results of the feasibility test are very feasible from the validation of media experts and material experts with a score of 96% and 89%. As well as questionnaires of student and teacher responses with scores of 92% and 83% which support the feasibility of the media. VR-LADUSI media is effective in improving language literacy learning outcomes with a sig value of 0.000 < 0.05 and t count 4.320 > t table 2.074. As well as N-Gain average score of 0.33 with moderate category. This study can be concluded that VR-LADUSI media was successfully developed, very feasible to use, and effective for improving language learning outcomes. This research supports the importance of using technology-based learning media to attract students' interest so as to improve learning outcomes and add insight into the development of technology-based media in basic education

    The Development of Administration and Government Regulations During the Time of Umar bin Khattab

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    When Umar ibn al-Khattab succeeded Abu Bakr al-Siddiq, the Muslim armies continued their advance, conquering Persia, Syria, and Egypt, which were part of the Roman Empire. The spoils of war increased, and Umar faced new problems in dispatching supplies, organizing troops, and governing the conquered lands. As Muslims conquered more and more new territories, problems would arise from various dimensions of life. We reanalyze Umar ibn al-Khattab's actions in dealing with administrative governance issues, such as the placement of employees and governors and the allocation of finances. We approach this by heuristically collecting sources, verifying, analyzing, and explaining them descriptively. Ijtihad was one of the most prominent aspects of Umar's life during his phenomenal, eventful caliphate. He guarded and preserved the faith of the Muslims, raised the banner of jihad, conquered new lands, and spread Justice to all Muslim and non-Muslim communities. He established the first Ministry of Finance in Islam, formed a regular army to defend and protect the borders, arranged salaries and supplies, documentation, state archives, appointed governors, workers, and judges, and approved the currency for daily circulation. He was a multidimensional administrator and legal interprete

    The Development of Virtual Reality-Based Learning Media to Enhance University Students’ Motivation and Interest in Studying Non-Euclidean Geometry

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    This research aims to develop a Virtual Reality (VR)-based learning media using the Spatial.io platform to enhance the motivation and interest of mathematics education students in understanding Non-Euclidean Geometry. The study employed the Research and Development (R&D) method with the ADDIE model, consisting of five stages: Analysis, Design, Development, Implementation, and Evaluation. In the Analysis stage, the learning needs and the difficulties students face in grasping abstract concepts in geometry were identified. The media was then designed and developed using a virtual museum concept hosted on Spatial.io, featuring immersive rooms that visualized complex geometric structures. Expert validation was conducted involving media and material validators, with the results showing that the media was categorized as “very valid,” achieving an average score above 90% across all validation aspects. During the Implementation stage, the VR media was tested on mathematics students, and their affective responses were collected through Likert-scale questionnaires focusing on interest, motivation, practicality, and effectiveness. The evaluation results indicated that the VR-based media was highly practical (average score: 84%) and very effective (average score: 82.4%) in improving learning engagement. Moreover, the affective responses demonstrated a significant increase in both motivation and interest in learning abstract mathematical content. In conclusion, the development of Virtual Reality learning media for Non-Euclidean Geometry effectively supports the learning process by offering immersive, interactive, and contextually meaningful experiences that foster student involvement and emotional connection with the subject. Therefore, VR can be considered a highly relevant and impactful technological innovation to be integrated into mathematics learning at the higher education level.Pengembangan Media Pembelajaran Virtual Reality untuk Meningkatkan Motivasi dan Minat Belajar Mahasiswa pada Materi Geometri Non-EuclidABSTRAKPenelitian ini bertujuan untuk mengembangkan media pembelajaran berbasis Virtual Reality (VR) menggunakan platform Spatial.io guna meningkatkan motivasi dan minat belajar mahasiswa pendidikan matematika terhadap materi Geometri Non-Euclid. Penelitian ini menggunakan metode Research and Development (R&D) dengan model pengembangan ADDIE yang terdiri dari lima tahap, yaitu: Analisis, Desain, Pengembangan, Implementasi, dan Evaluasi. Pada tahap analisis, diidentifikasi kebutuhan pembelajaran serta kesulitan mahasiswa dalam memahami konsep geometri yang bersifat abstrak. Media kemudian dirancang dan dikembangkan dalam bentuk museum virtual berbasis Spatial.io, yang memvisualisasikan bentuk-bentuk geometri non-konvensional secara imersif dan interaktif. Validasi media dilakukan oleh ahli materi dan ahli media, yang menunjukkan bahwa media yang dikembangkan termasuk dalam kategori “sangat valid” dengan rata-rata skor validasi di atas 90%. Pada tahap implementasi, media diuji coba pada mahasiswa jurusan matematika, dan data afektif dikumpulkan melalui angket skala Likert yang mencakup indikator minat, motivasi, kepraktisan, dan keefektifan. Hasil evaluasi menunjukkan bahwa media VR tergolong sangat praktis dengan skor rata-rata sebesar 84% dan sangat efektif dengan skor rata-rata 82,4% dalam meningkatkan keterlibatan belajar. Selain itu, respon afektif mahasiswa menunjukkan peningkatan yang signifikan dalam minat dan motivasi belajar terhadap konten matematika yang kompleks. Dengan demikian, media pembelajaran berbasis Virtual Reality ini terbukti mampu mendukung proses pembelajaran dengan menghadirkan pengalaman belajar yang imersif, interaktif, dan bermakna secara kontekstual. Oleh karena itu, media VR sangat relevan untuk diintegrasikan dalam pembelajaran matematika di jenjang pendidikan tinggi.Kata Kunci :Media Pembelajaran; Virtual Reality; Geometri Non-Euclid; Minat Belajar; Motivasi Belaja

    Kajian Pengelolaan Limbah Medis Fakultas Kedokteran Hewan dalam Kaitannya dengan Sikap Tanggon Sivitas Akademika Universitas Wijaya Kusuma Surabaya

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    Penelitian ini bertujuan mendeskripsikan dan mengevaluasi pengelolaan limbah medis di Fakultas Kedokteran Hewan dengan studi kasus di Universitas Wijaya Kusuma Surabaya serta menganalisis keterkaitannya dengan nilai tanggon sebagai dasar penguatan karakter tanggung jawab lingkungan. Penelitian menggunakan pendekatan kualitatif deskriptif melalui observasi langsung, wawancara mendalam dengan 3 orang laboran, 5 orang dosen, dan 5 orang mahasiswa, serta 2 orang tenaga kebersihan, dan analisis dokumen terkait. Analisis data dilakukan secara interaktif melalui reduksi data, penyajian data, dan penarikan kesimpulan. Hasil penelitian menunjukkan bahwa sistem pengelolaan limbah medis di FKH UWKS sudah berjalan cukup baik walau belum sepenuhnya memenuhi standar regulasi. Pemilahan limbah dan kerja sama dengan pihak ketiga berizin telah dilakukan, tetapi masih terdapat kendala berupa ketidakteraturan pengambilan limbah, potensi penumpukan limbah biologis, serta praktik penanganan limbah kimia yang belum sesuai rekomendasi WHO dan peraturan Kementerian LH. Nilai tanggon berpengaruh positif terhadap perilaku pengelolaan limbah sivitas akademika, namun pemahaman mahasiswa tentang risiko limbah medis dan implementasi nilai tersebut masih bervariasi. Diperlukan penguatan edukasi, penyempurnaan SOP, dan integrasi nilai tanggon dalam kegiatan praktikum untuk mewujudkan sistem pengelolaan limbah medis yang lebih aman, berkelanjutan, dan berkarakter.Kata Kunci: Pengelolaan Limbah Medis; FKH UWKS; Nilai Tanggon; Karakter Lingkungan; Perilaku Pro-LingkunganA Study of Medical Waste Management at the Faculty of Veterinary Medicine in Relation to the Tanggon Attitude of the Academic Community at Universitas Wijaya Kusuma SurabayaABSTRACTThis study aims to describe and evaluate the medical waste management practices at the Faculty of Veterinary Medicine, Universitas Wijaya Kusuma Surabaya, and to analyse their relationship with the Tanggon value as a foundation for strengthening environmental responsibility character. This study employed a descriptive qualitative approach through direct observation, in-depth interviews with three laboratory technicians, five lecturers, five students, and two cleaning staff members, as well as an analysis of relevant documents. Data were analysed interactively through data reduction, data presentation, and conclusion drawing. The findings showed that the medical waste management system at FKH UWKS was functioning, although it had not yet fully met regulatory standards. Waste segregation and cooperation with licensed third-party contractors had been implemented; however, challenges remain, including irregular waste collection, potential accumulation of biological waste, and chemical waste handling practices that did not fully comply with WHO recommendations and Indonesia’s Ministry of Environment and Forestry regulations. The Tanggon value positively influenced the waste management behaviour of the academic community, yet students’ understanding of medical waste risks and their application of this value vary. Strengthening education, improving SOPs, and integrating the Tanggon value into practical activities are needed to achieve a safer, more sustainable, and character-driven medical waste management system

    Penerapan Model Problem Based Learning (PBL) untuk Meningkatkan Kemampuan Literasi Membaca dan Keaktifan Belajar Siswa

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    Literasi membaca dan keaktifan belajar merupakan kompetensi fundamental yang perlu dikembangkan sejak jenjang sekolah dasar guna mendukung pembelajaran abad ke-21. Namun, hasil observasi awal di kelas III A SD Negeri 3 Linggasari menunjukkan bahwa kemampuan literasi membaca siswa masih belum optimal dan keaktifan belajar cenderung rendah. Kondisi ini ditandai dengan rendahnya hasil pretest literasi membaca, perilaku pasif siswa selama pembelajaran, serta minimnya partisipasi dalam diskusi dan tanya jawab. Penelitian ini bertujuan untuk meningkatkan kemampuan literasi membaca dan keaktifan belajar siswa melalui penerapan model Problem Based Learning (PBL) pada mata pelajaran IPAS. Penelitian ini menggunakan pendekatan Penelitian Tindakan Kelas (PTK) yang dilaksanakan dalam tiga siklus, masing-masing meliputi tahap perencanaan, pelaksanaan, observasi, dan refleksi. Subjek penelitian terdiri atas 25 siswa kelas III A SD Negeri 3 Linggasari tahun ajaran 2024/2025. Teknik pengumpulan data dilakukan melalui tes tertulis dan lembar observasi, sedangkan analisis data menggunakan model Miles dan Huberman. Hasil penelitian menunjukkan bahwa penerapan model PBL dapat meningkatkan kualitas implementasi pembelajaran, kemampuan literasi membaca, serta keaktifan belajar siswa secara signifikan. Persentase ketuntasan kemampuan literasi membaca meningkat dari 62,5% pada Siklus I menjadi 76,0% pada Siklus II dan 80,0% pada Siklus III. Sementara itu, persentase keaktifan belajar siswa meningkat dari 60,0% pada Siklus I menjadi 76,0% pada Siklus II dan mencapai 84,0% pada Siklus III. Dengan demikian, dapat disimpulkan bahwa model Problem Based Learning efektif digunakan untuk meningkatkan literasi membaca dan keaktifan belajar siswa sekolah dasar

    PENGARUH PENERAPAN METODE PROBLEM BASED LEARNING TERHADAP KEMAMPUAN MENULIS ESAI MAHASISWA LINTAS PROGRAM STUDI PENDIDIKAN BAHASA INDONESIA DI UNIVERSITAS PGRI PONTIANAK

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    Penelitian ini bertujuan untuk menganalisis pengaruh penerapan metode Problem Based Learning (PBL) terhadap kemampuan menulis esai mahasiswa lintas program studi Pendidikan Bahasa Indonesia di Universitas PGRI Pontianak. Permasalahan utama yang melatarbelakangi penelitian ini adalah rendahnya kualitas menulis esai mahasiswa yang mencakup aspek struktur, argumentasi, kohesi-koherensi, dan penggunaan bahasa akademik. Penelitian ini menggunakan pendekatan kuantitatif korelasional dengan metode Structural Equation Modeling-Partial Least Squares (SEM-PLS). Sampel penelitian berjumlah 97 mahasiswa yang dipilih secara acak dari populasi 3.656 mahasiswa aktif. Teknik pengumpulan data menggunakan angket persepsi penerapan PBL berbasis skala Likert dan tes menulis esai yang dinilai menggunakan rubrik penilaian. Hasil analisis menunjukkan bahwa penerapan metode PBL berpengaruh signifikan terhadap kemampuan menulis esai mahasiswa. Indikator orientasi terhadap masalah, penggalian informasi, diskusi kelompok, refleksi dan sintesis, serta presentasi dan evaluasi solusi secara bersama-sama berkontribusi terhadap peningkatan struktur esai, ketajaman argumentasi, kohesi-koherensi, penggunaan bahasa, dan orisinalitas ide. Penelitian ini memberikan kontribusi teoretis bagi pengembangan model pembelajaran konstruktivistik dan kontribusi praktis bagi dosen dalam merancang pembelajaran menulis yang lebih aktif dan bermakn

    IMPROVING STUDENTS’ TOLERANCE THROUGH THE VCT LEARNING MODEL: A QUASI-EXPERIMENTAL STUDY

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    Indonesia is a multicultural country. In a multicultural society, tolerance is a crucial aspect of fostering harmony and peace, so students must have a strong understanding of its values. However, the data indicate that intolerant behavior among the public remains significantly high. Inter-ethnic, racial, and tribal conflicts continue to be prevalent, according to the data. Therefore, the best way to overcome this obstacle is by organizing learning that can stimulate students to understand the values of tolerance. This is because students are the next generation, the spearhead in fostering tolerance in a multicultural nation. Consequently, this research aims to apply the VCT (Value Clarification Technique) model to assess its impact on students' knowledge achievement related to tolerance values. This study involved 37 students from one elementary school in Singkawang City, Kalimantan, comprising 20 students in class A (experimental group) and 17 in class B (control group), using a quasi-experimental research design. Data analysis was performed using the independent samples t-test. The research results indicate that the Sig. (2-tailed) value exceeds 0.05, so it can be understood that the VCT model influences students' acquisition of knowledge about tolerance values

    The Effectiveness of Android-based Thermodynamics Digital Book Integrated with PhET Simulations to Improve Students’ Graphical Representation Skills

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    A digital book is one of the media that can support learning because has the easiest access and can be equipped with multimedia features such as simulations. This research aims to determine the effectiveness of an Android-based thermodynamics digital book integrated with PhET simulation to improve students' graphical representation skills. The independent variable in this research is an Android-based thermodynamics digital book integrated with PhET simulations. In contrast, the dependent variable in this research is the ability of graphical representation skills. This research type is pre-experimental using a one-group pretest-posttest research design. At State High School in Yogyakarta, 72 students in the 11th grade participated in the cluster random sampling technique. N-Gain and eta square values showed that the students' graphical representation skills were significantly enhanced by the android-based thermodynamics digital book integrated with PhET simulation. This points out that using electronic physics learning materials and integrating technology has a positive effect on improving graphical representation skills. The recommendations made based on this research include that observation sheets be added to future research to observe the students better as they engage in each learning activity

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