Online Journal System-Kumpulan Jurnal STKIP Singkawang ((Sekolah Tinggi Keguruan Dan Ilmu Pendidikan Singkawang)
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PEMANFAATAN TEKNOLOGI PEMBELAJARAN DILIHAT DARI PERSPEKTIF AKSIOLOGI GEOGRAFI
Penelitian ini bertujuan untuk mengkaji pemanfaatan teknologi pembelajaran dari perspektif aksiologi geografi. Geografi adalah bidang ilmu yang membahas tentang berbagai fenomena di bumi yang secara langsung maupun tidak langsung berkaitan erat dengan bumi dan kehidupan manusia, serta mempelajari pola ruang. Geografi berkaitan dengan alam dan orang-orang yang mengeksplorasi elemen fisik, manusia dan sosial dalam studi geografi untuk memahami bagaimana geografi adalah campuran dari ilmu sosial dan ilmu alam. Geografi tidak terlepas dari ilmu-ilmu lain dalam kajian fenomena geosfer. Geografi merupakan salah satu kompetensi yang ada dalam core subject and 21st century themes, dimana pada pembelajaran abad 21 membutuhkan pembelajaran yang terintegrasi dengan teknologi untuk melaksanakan proses kegiatan belajar. Ilmu pengetahuan akan mengalami perkembangan yang pesat, apabila kita memanfaatkan teknologi dan menerapkannya di dalam proses pembelajaran. Teknologi pembelajaran dapat membantu siswa dalam belajar, sehingga pembelajaran akan berjalan lebh efektif dengan memecahkan suatu permasalahan atau studi kasus yang telah diterapkan ke dalam teknologi pembelajaran
The Influence of Principal Leadership, School Culture, and Technology Use on Elementary School Teacher Performance in Batu Ampar District
This research aims to determine the effect of school principal leadership on teacher performance, the influence of school culture on teacher performance, the influence of technology utilization on teacher performance, and the simultaneous influence of school principal leadership, school culture, and technology utilization on the performance of elementary school teachers in Batu Ampar District. This research is a quantitative study using a survey method. The population of this study consists of 223 elementary school teachers in Batu Ampar District, Batam City, Riau, Indonesia. The sample size was determined using the Stratified Random Sampling method with Slovin’s formula. Data collection was conducted using questionnaires distributed to all samples. Data were analyzed using descriptive analysis, correlation, and regression analysis using IBM SPSS Statistic version 27. The results of the study indicate that: 1) school principal leadership has a positive and significant effect on the performance of elementary school teachers in Batu Ampar District, 2) school culture has a positive and significant effect on the performance of elementary school teachers in Batu Ampar District, 3) technology utilization has a positive and significant effect on the performance of elementary school teachers in Batu Ampar District, and 4) school principal leadership, school culture, and technology utilization simultaneously have a positive and significant effect on the performance of elementary school teachers in Batu Ampar DistrictThis research aims to determine the effect of school principal leadership on teacher performance, the influence of school culture on teacher performance, the influence of technology utilization on teacher performance, and the simultaneous influence of school principal leadership, school culture, and technology utilization on the performance of elementary school teachers in Batu Ampar District.This research is a quantitative study using a survey method. The population of this study consists of 223 elementary school teachers in Batu Ampar District, Batam City, Riau, Indonesia. The sample size was determined using the Stratified Random Sampling method with Slovin’s formula. Data collection was conducted using questionnaires distributed to all samples. Data were analyzed using descriptive analysis, correlation, and regression analysis using IBM SPSS Statistic version 27. The results of the study indicate that: 1) school principal leadership has a positive and significant effect on the performance of elementary school teachers in Batu Ampar District, 2) school culture has a positive and significant effect on the performance of elementary school teachers in Batu Ampar District, 3) technology utilization has a positive and significant effect on the performance of elementary school teachers in Batu Ampar District, and 4) school principal leadership, school culture, and technology utilization simultaneously have a positive and significant effect on the performance of elementary school teachers in Batu Ampar Distric
Homeroom Management Model to Improve Pancasila Learner Profile
The homeroom teacher plays a crucial role as a parental substitute in strengthening students' character at school. One method of character reinforcement is through the implementation of the Pancasila Student Profile (P4). Effective and consistent management by the homeroom teacher is essential for this implementation. This study aims to develop a homeroom teacher management model to enhance the quality of strengthening the Pancasila Student Profile using the Research and Development (R&D) method with the ADDIE model (Analyze, Design, Development, Implementation, and Evaluation). The study addresses three main research questions: the characteristics of the homeroom teacher management model, its validity, and its practicality. Data collection instruments included observation sheets and questionnaires validated by experts. The product was validated by experts and tested at SDN 01 Koto Baru and SDN 13 Koto Baru. Qualitative data were gathered through surveys, and qualitative insights were obtained through observations, feedback, and written suggestions for improvement. Needs analysis results indicated deficiencies in the planning, organization, execution, and evaluation of activities by homeroom teachers. This research produced a validated instrument that is both valid and reliable. The practicality of the homeroom teacher management model to enhance the Pancasila Student Profile, and the management guide, was determined based on homeroom teachers' responses to the model's practicality and guidance. The study resulted in a homeroom teacher management model and a management guidebook to improve the quality of strengthening the Pancasila Student Profile. These findings are expected to significantly contribute to homeroom teachers in reinforcing students' character in alignment with the Pancasila Student Profile
Keefektifan Model Teams Games Tournament (TGT) Berbantuan Media Permainan Ular Tangga Berbasis Misi Terhadap Motivasi dan Hasil Belajar Matematika Kelas III Sekolah Dasar
This study aims to 1) test the difference in learning motivation between learning using the TGT model assisted by mission-based snakes and ladders media and learning using the PBL model assisted by learning video media; 2) test the difference in learning outcomes between learning using the TGT model assisted by mission-based snakes and ladders media and learning using the PBL model assisted by learning video media; 3) test the effectiveness of using the TGT model assisted by mission-based snakes and ladders media on learning motivation; 4) test the effectiveness of using the TGT model assisted by mission-based snakes and ladders media on learning outcomes. The method used in this research is quantitative with the type of research Quasi-Experimental Design with Posttest-Only Control Group Design. This research was conducted on third grade students of SDN Sadeng 01 and SDN Sadeng 03. The research sample consisted of 51 students, 29 in the experimental class and 22 in the control class. Data collection used observation, interviews, motivation questionnaires, and tests. Data analysis techniques used independent sample t-test and one sample t-test. The independent sample t-test test data for motivation shows tcount> t table, namely 2.770> 2.010 and learning outcomes show tcount> t table, namely 3.182> 2.010. One sample t-test test data for learning motivation shows tcount> t table, namely 7,166> 2,048 and learning outcomes tcount> t table, namely 8,120> 2,048. Therefore, it can be said that the experimental and control groups averages is different and the teams games tournament model supported by mission-based snakes and ladders media is useful for increasing student motivation and learning outcomes
ANALISIS MEDIA PAPAN JURANG DALAM MENINGKATKAN PEMAHAMAN KONSEP ARITMATIKA DASAR DI MADRASAH IBTIDAIYAH
This study is based on the lack of students' ability to understand counting operations, inappropriate learning approaches and minimal use of appropriate media. The purpose of this study was to analyze the effectiveness of the deep ravine board media, improving the understanding of basic arithmetic concepts in class II students of MI Bustanul Ulum 06. The method applied was quantitative through a pretest-posttest experimental design, the population in the study consisted of all students of MI Bustanul Ulum 06 with a sample of 18 students taken through the simple random sampling method. Data collected through observation, interviews, questionnaires and documentation, and analyzed through validity, reliability, normality and paired t-test tests. The findings of the study describe the deep ravine board media has an effect on improving the understanding of basic arithmetic concepts. Referring to the findings of the paired t-test that the 2-tailed sig score of 0.01 for understanding basic arithmetic concepts 0.01 for stacked addition and 0.01 for stacked subtraction are all <0.05. This indicates that the use of the ravine board media is effective in improving students' understanding of addition and subtraction operations in grade II students at MI Bustanul Ulum 06 Krebet. The conclusion that can be drawn from this study is that the ravine board media can develop more interactive, interesting learning and increase student participation in understanding basic arithmetic concepts
Penerapan Metode Pembelajaran STEAM untuk Meningkatkan Keterampilan Berbicara pada Mata Pembelajaran Bahasa Indonesia Di Sekolah Dasar
This study investigates the efficacy of the STEAM (Science, Technology, Engineering, Arts, and Mathematics) approach in enhancing speaking skills among fifth-grade students in Indonesian language instruction at SD Negeri 1 Pokoh Kidul. Employing classroom action research based on the Kemmis and McTaggart model, the study involved 29 students across two cycles of planning, action, observation, and reflection in the 2024/2025 academic year. Data were collected through observations, interviews, tests, and documentation, and analyzed using qualitative and quantitative methods. Findings reveal a significant improvement in speaking skills: the pre-cycle mean score of 68.69 (27.59% mastery) increased to 74.66 (75.86%) in Cycle I and 80.34 (89.66%) in Cycle II. Project-based activities, including group discussions and museum guide simulations, fostered confidence, fluency, and vocabulary enrichment. The STEAM approach proved effective in creating an engaging, contextual learning environment to develop elementary students’ speaking proficiency
The Development of an E-Module for Physical Education and Health on the Topic of Physical Activity in the Context of the Merdeka Curriculum Adaptation
This research is intended to create an E-Module for Physical Education (PE) on physical activity games in alignment with the Merdeka Curriculum, which offers a flexible, student-centered educational approach. In the context of PE, badminton not only enhances physical fitness but also helps to shape students' character and moral values. The development of this E-Module It adopts the ADDIE model, encompassing analysis, design, development, implementation, and evaluation phases. A total of 84 seventh-grade students were selected as samples, divided into a limited trial group and a field trial group. Data collection was carried out using questionnaires. The findings of the study show that the PE badminton E-Module is highly effective when the development was carried out using the Research and Development (R&D) model following the ADDIE framework approach. This E-Module is specifically designed for seventh-grade students and integrates multimedia elements such as text, images, videos, audio, and interactivity, making it easy to use both in the classroom and at home. The validity of the E-Module is high, with scores of 90% for content, 85% for language, and 90% for media. The practicality of the E-Module is also rated very well with a score of 90%, demonstrating its ease of use for both teachers and students. Its effectiveness in improving students' understanding and motivation was proven, with a score of 92%. This E-Module is highly effective and serves as a valuable learning tool in PE, offering an engaging and interactive learning experienc
The Role Of Physical Education Through football In Students Of Smp Negeri 2 Ampek Nagari
Dribbling is a fundamental technical skill in soccer that determines a player’s ability to control the ball and bypass opponents. At SMP Negeri 2 Ampek Nagari, students participating in extracurricular soccer activities have shown relatively low dribbling ability, highlighting the need for effective training methods. This study aimed to examine the effects of two training types Ladder Drill and Ball Feeling and the role of agility in improving dribbling skills. A pseudo-experimental method with a 2 x 2 factorial design was applied, involving 40 students divided into four groups based on training type and agility level (fast or slow). Data was collected through pre- and post-tests of dribbling and agility across 16 training sessions. The results, analyzed using two-way ANOVA at a 0.05 significance level, revealed a significant effect of both training type and agility level on dribbling improvement (F = 8.417; p < 0.05), with the interaction contributing 41.2% of the variation. The group with high agility who received Ball Feeling training showed the greatest improvement (mean = 57.80), followed by the low-agility Ball Feeling group (mean = 54.90). In contrast, those trained with Ladder Drill showed lower improvement 42.70 for high agility and 45.30 for low agility. The Tukey test confirmed significant differences between training methods at both agility levels. The study concludes that Ball Feeling training is more effective than Ladder Drill, especially when paired with good agility. Coaches are recommended to emphasize Ball Feeling exercises to optimize young players’ dribbling development
The Influence of Self-efficacy and Learning Motivation on the Numeracy Literacy Ability of Junior High School Students
This numeracy literacy ability is important in mathematics learning. Self-efficacy and motivation to learn play an important role in improving students' numeracy literacy skills. The purpose of the study was to determine the influence between self-efficacy and learning motivation on numeracy literacy skills in SMP Negeri 2 Ngabang. This study uses a quantitative research method. This research was carried out at SMP Negeri 2 Ngabang with 9 classes totaling 247 students who were the subjects of the research. Then, the sampling technique uses the stratisfied clustur random sampling technique. Data collection includes self-efficacy variables and learning motivation variables by providing questionnaires and test questions for numeracy literacy skills, from the value of these questionnaires and tests is the basis for determining the influence of self-efficacy and learning motivation on students' numeracy literacy skills The test results show that the data is distributed in a homogeneous, normal, and linear manner. Based on data analysis and research findings, it is shown that self-efficacy and learning motivation have a positive and significant influence on the numeracy literacy ability of SMP Negeri 2 Ngabang students. The F test showed a simultaneous effect, with a sig value. 0.000 is less than 0.05. The determination coefficient showed that self-efficacy and learning motivation had the ability of 33.6% to explain the variance in students' numeracy literacy ability and 66.4% was influenced by other independent variables that were not studied in this study.Pengaruh Self-efficacy dan Motivasi Belajar Terhadap Kemampuan Literasi Numerasi Siswa SMP ABSTRAKKemampuan literasi numerasi ini adalah hal yang penting dalam pembelajaran matematika. Self-efficacy dan motivasi belajar memainkan peran penting dalam meningkatkan kemampuan literasi numerasi siswa. Tujuan penelitian adalah untuk mengetahui pengaruh antara self-efficacy dan motivasi belajar terhadap kemampuan literasi numerasi di SMP Negeri 2 Ngabang. Penelitian ini menggunakan metode penelitian kuantitatif. Penelitian ini dilaksanakan di SMP Negeri 2 Ngabang dengan 9 kelas yang berjumlah 247 siswa yang menjadi subjek penelitian. Kemudian, teknik pengambilan sampel menggunakan teknik stratisfied clustur random sampling. Pengumpulan data mencakup variabel self-efficacy dan variabel motivasi belajar dengan cara memberikan kuesioner dan soal tes untuk kemampuan literasi numerasi, dari nilai kuesioner dan tes inilah yang menjadi dasar untuk mengetahui pengaruh self-efficacy dan motivasi belajar kemampuan literasi numerasi siswa Hasil uji menunjukkan data berdistribusi secara homogen, normal, dan linier. Berdasarkan analisisi data dan temuan penelitian menunjukkan bahwa self-efficacy dan motivasi belajar memberikan pengaruh yang positif dan signifikan terhadap kemampuan literasi numerasi siswa SMP Negeri 2 Ngabang. Uji F menunjukkan pengaruh simultan, dengan nilai sig. 0,000 kurang dari 0,05. Koefisien determinasi menunjukkan bahwa self-efficacy dan motivasi belajar mempunyai kemampuan sebesar 33,6% dalam menjelaskan varians terhadap kemampuan literasi numerasi siswa dan 66,4% dipengaruhi variabel independen lain yang tidak diteliti dalam penelitian ini. Kata Kunci :kemampuan literasi numerasi; motivasi belajar; self-efficac
The Role of Augmented Reality as a Learning Tool in Facilitating Understanding of Interval Concepts in Real Analysis
Learning mathematics at the college level often faces challenges in understanding abstract concepts, one of which is the concept of intervals in real analysis. Augmented Reality (AR) is an innovative technology that can be used as a learning aid by presenting interactive visualizations in three dimensions. This study aims to explore the role of Augmented Reality in facilitating students' understanding of the concept of intervals. The research method used is a qualitative approach with a case study design conducted on students of the mathematics education study program. Data were collected through tests and analyzing students' understanding of the concept of intervals after using Augmented Reality-based learning media. The results showed that Augmented Reality was able to improve students' understanding of the concept of intervals, with a success rate of 75% in understanding the types of intervals and interval representations, and 100% in understanding the concept of nested intervals. These findings indicate that the use of Augmented Reality in mathematics learning can increase students' interest and motivation and help them understand abstract concepts more deeply. Therefore, the application of Augmented Reality as an interactive learning media is recommended to support the learning process in college, especially in real analysis courses.Peran Augmented Reality Sebagai Alat Bantu Pembelajaran Dalam Memfasilitasi Pemahaman Konsep Interval Pada Analisis RealABSTRAKPembelajaran matematika di tingkat perguruan tinggi sering kali menghadapi tantangan dalam memahami konsep abstrak, salah satunya adalah konsep interval dalam analisis real. Augmented Reality (AR) merupakan teknologi inovatif yang dapat digunakan sebagai alat bantu pembelajaran dengan menghadirkan visualisasi interaktif dalam bentuk tiga dimensi. Penelitian ini bertujuan untuk mengeksplorasi peran Augmented Reality dalam memfasilitasi pemahaman konsep interval mahasiswa. Metode penelitian yang digunakan adalah pendekatan kualitatif dengan desain studi kasus yang dilakukan pada mahasiswa program studi pendidikan matematika. Data dikumpulkan melalui tes dan menganalisis pemahaman mahasiswa terhadap konsep interval setelah menggunakan media pembelajaran berbasis Augmented Reality. Hasil penelitian menunjukkan bahwa Augmented Reality mampu meningkatkan pemahaman mahasiswa terhadap konsep interval, dengan persentase keberhasilan 75% dalam memahami jenis interval dan representasi interval, serta 100% dalam memahami konsep interval bersarang. Temuan ini mengindikasikan bahwa penggunaan Augmented Reality dalam pembelajaran matematika dapat meningkatkan ketertarikan dan motivasi mahasiswa serta membantu mereka memahami konsep abstrak secara lebih mendalam. Oleh karena itu, penerapan Augmented Reality sebagai media pembelajaran interaktif direkomendasikan untuk mendukung proses pembelajaran di perguruan tinggi, khususnya dalam mata kuliah analisis real.Kata Kunci :Augmented Reality; Interval; Pemahama