Online Journal System-Kumpulan Jurnal STKIP Singkawang ((Sekolah Tinggi Keguruan Dan Ilmu Pendidikan Singkawang)
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    EFFECT OF WORK EXPERIENCE, COMPETENCE AND INDEPENDENCE ON AUDIT QUALITY WITH ETHICS

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    This study aims to examine the effect of work experience, competence and independence on audit quality with ethics as a moderating variable. The object of research is the Internal Control Unit (SPI) in the Work Area of Inspectorate IV (Dikti Dikti, Inspectorate General of the Ministry of Education, Culture, Research and Technology) with a total sample of 164 people. Data analysis used moderator regression analysis which was processed with SPSS. Based on the results of the study, it was found that experience had a positive and significant effect on audit quality. Competence has a positive and significant effect on audit quality. Independence has no effect on audit quality. Audit ethics has a positive moderating effect on the relationship between experience and audit quality. Audit ethics does not moderate the relationship between competence and audit quality. Audit ethics has a positive moderating effect on the relationship of independence to audit quality.

    Map of Middle School Teachers’ Ability to Respond to Changes in Community Culture, Local Wisdom and Literacy in Science Learning in the Digital Era

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    Disruption of information technology has caused changes in community culture and local wisdom in the school life environment. Schools as institutions that prepare graduates with environmentally friendly Pancasila values cannot be separated from community life as a source of learning. The purpose of this study was to map the ability of middle school science teachers to respond to socio-cultural changes in society, the potential of local wisdom, and the demand for student literacy enhancement in learning according to the philosophy of 21st Century Education. The research method used ex-post facto with a descriptive approach. Sample of this study was 15 students of Biology Education Study Program who are compiling theses and undergraduate and master’s degree programs with the theme of linking science learning in schools with 21st century education, cultural change, local wisdom and literacy. To complete the data, a survey was conducted of 500 middle school teachers in West Java through a google form with 33 statements and interview guide. The instruments used questionnaires and interview guide. The results of this study indicated that most teachers have not fully carried out learning according to the philosophy of 21st Century Education. Most teachers were able to carry out the online learning process, design learning through searching content on the internet, videos, YouTube, e-books, and use various applications related to learning according to their expertise. 21st Century Education-oriented learning has not been carried out massively among teachers. There was an increase in student literacy, thinking skills, engineering skills and scientific attitudes. Existing community culture and local wisdom in the school environment were rarely used as a source of learning for the basic values of religion and spirituality, nationalism, and values of human character. The teachers’ ability to respond to changes and increase literacy in building a digital culture remained low due to limited skills in dealing with environmental changes that were difficult for schools to follow

    Development of Mobile Games-Based Social Studies Instructional Media to Develop 21st Century Skills

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    Facts show that not all educators are able to optimize information technology facilities according to the learning needs and characteristics of students in social studies learning after the Covid-19 pandemic. Social studies learning will have a number of significant issues if it is not adjusted to the characteristics of students of generation Z, by which their daily life is influenced and dependent on gadgets. The purpose of this research is to produce a mobile game based social studies instructional media that is able to develop students’ 21st century skills. This study uses the Research and Development method with research stages using the ADDIE design model (Analysis, Design, Development Implementation and Evaluation). The results showed that the media get recommendations with eligibility criteria for use from experts of media and social studies materials validators with an average score of 4.11. The study is implemented with a quasi-experimental design in class 8A as the Experiment class and Class 8C as the control class. With the significance of 0.000 < 0.05, social studies instructional media based on mobile games is effectively used to develop 21st century skills. It is concluded that mobile game-based social studies instructional media has been proven to effective in developing students' 21st century skills

    Analysis of Mathematical Representation Ability According to Cognitive style

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    The aim of this research is to analyze students' mathematical representation abilities in terms of cognitive style in the multivariable calculus course taught in semester 4 of the IKIP PGRI Pontianak Mathematics Education Study Program. This research is a qualitative descriptive research in the form of case study research. Research subjects were selected based on their cognitive style which was measured using the geft instrument. Selected subjects were then asked to work on mathematical representation ability questions and then interviewed according to these questions. Based on the research results, it was found that students who had a field dependent cognitive style in symbolic representation were able to link symbols with mathematical concepts, in graphical representation they were able to create images in the form of requested graphs, while in verbal representation they were less able to convey ideas effectively orally. or written. Meanwhile, students with an independent cognitive style in symbolic representation have been able to link symbols with mathematical concepts, in graphic representation they have been able to create images in the form of requested graphics, and in verbal representation they have been able to convey ideas effectively

    EFFECTIVENESS OF PJBL (PROJECT BASED LEARNING) BASED MICROTEACHING MODULES STUDENT LEARNING RESULTS ON BASIC TEACHING SKILLS MATERIAL

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    This study aims to test the module's effectiveness on student learning outcomes in microteaching courses. The type of research used is Pre-Experimental with a one-group pretest-posttest design. In this study, the treatment given was using teaching modules on essential teaching skills material. The research took place in the anthropology education study program, faculty of social sciences, State University of Medan. With research subjects totalling 30 students who received microteaching courses in the 2022/2023 academic year. Before getting the treatment, students were given a pretest, and after being given the treatment, a posttest was conducted with 50 questions in the form of objective or multiple-choice questions. The increase in learning outcomes was analyzed using the N-Gain formula. Based on the results of the N-Gain analysis, the average value was 0.41. There was an increase in student learning outcomes after using the microteaching module based on the PjBL (Project Learning) learning model on essential teaching skills material with a moderate category.

    PENINGKATAN KEMAMPUAN PENALARAN MATEMATIKA DAN MINAT BELAJAR MELALUI GAME EDUKASI WORDWALL

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    Kemampuan penalaran matematika SMP Torsina III Singkawang masih belum maksimal terkait dengan indicator kemampuan penalaran diperoleh bahwa siswa kesulitan untuk menarik kesimpulan logis, memberikan penjelasan terhadap model, fakta, sifat, hubungan atau pola. Tujuan penelitian untuk mengetahui peningkatan kemampuan kemampuan penalaran dan minat belajar matematika siswa yang diajarkan dengan menggunakan Game Edukasi Wordwall. desain penelitian menggunakan quasi experiment (eksperimen semu) dengan desain penelitian pre-test post-test control group design. Populasi penelitian seluruh siswa sekolah SMP Torsina III Singkawang. 16 orang kelompok eksperimen (diajar dengan menggunakan Game Edukasi Wordwall) dan 9 orang siswa sebagai kelompok kontrol (yang diajar dengan menggunakan metode pembelajaran konvensional). Hasil uji prasyarat data penelitian diperoleh bahwa data penelitian berdistribusi normal dan homogen. Teknik analisis data yang digunakan adalah N-Gain dan  uji Independent Sample T-Test. Hasil penelitian menunjukkan bahwa terdapat peningkatan kemampuan penalaran dan minat belajar matematika siswa yang diajar dengan menggunakan Game Edukasi Wordwall. Penggunaan Game Edukasi Wordwall. peningkatan kemampuan penalaran matematika sejalan dengan peningkatan minat belajar siswa. Ketika minat belajar siswa meningkat dapat menjadi faktor meningkatnya kemampuan penalaran matematika

    Improving Student Nationalism Spirit Through Local Wisdom Culture on the Indonesia-Malaysia Border

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    Education in border areas is news that cannot be doubted, namely that there are problems regarding a sense of nationalism for students who attend school, in terms of the lack of infrastructure, and the lack of attention from the government because the area is isolated from the district and provincial capitals. Therefore, this service program aims to increase a sense of nationalism through local wisdom on the Indonesia-Malaysia border. The implementation strategy is carried out with a classical approach. Among them is the provision of material that is easily understood by students. The method of implementing the program was carried out in three sessions, namely the welcome session, delivery of material by the team, and giving stimulus to students by playing games (practice) then evaluating by distributing questionnaires about the theme of knowledge of the spirit of nationalism by linking local wisdom. Then it ends with an evaluation of understanding of the material. The results of this service are to provide an increased understanding of the spirit of nationalism, folk games based on local wisdom, national obligatory songs, and questionnaires given as a measurement of students' understanding. The rich culture of local wisdom can increase the spirit of nationalism in students as reinforcement to become more familiar with the surrounding environment in the Indonesia-Malaysia border are

    PERAN KONSELOR DALAM MENINGKATKAN PERILAKU LITERASI DIGITAL SISWA DI MASA PANDEMI COVID-19

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    Pandemi Covid-19 memberikan dampak yang luar biasa bagi tatanan kehidupan, tidak terkecuali di dunia pendidikan. Kebijakan pemerintah untuk melakukan pembatasan dalam rangka memutus rantai penyebaran virus covid-19 membuat sekolah harus memiliki strategi pembelajaran yang efektif. Adanya himbauan untuk tidak melakukan kontak fisik membuat guru dan siswa memanfaatkan perkembangan IT dalam proses pembelajaran. Problematika ini perlu dikaji lebih mendalam terkait kompetensi literasi digital dan peran konselor dalam meningkatkan kompetensi tersebut. Penelitian ini menggunakan desain literature review, dengan menggali berbagai review yang mengangkat isu-isu literasi digital. Hasil penelitian menunjukan, bahwa kemampuan literasi digital sangat diperlukan oleh siswa terutama dalam memperoleh sumber informasi atau bahan pembelajaran. Kemampuan tersebut dapat ditingkatkan apabila ada support sistem salah satunya dari konselor sekolah. Konselor sekolah memiliki peran dan funsgi preventif, kuratif dan pengembangan dalam membantu siswa mencapai perkembangan yang optimal. Dalam upaya meningkatkan perilaku literasi digital maka konselor perlu memfasilitasi siswa untuk menyadari pentingnya kemampuan literasi digital bagi dirinya

    ANALISIS KEMAMPUAN KOMPUTASIONAL MAHASISWA DALAM KEGIATAN PEMBELAJARAN TRIGONOMETRI

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    Pembelajaran matematika seharusnya berfokus pada proses penyelesaian masalah yang dilakukan oleh siswa. Kemampuan matematika sendiri berkembang melalui korespondensi antara pemikiran rasional dan logika. Kemampuan berpikir tingkat tinggi merupakan kombinasi dari proses berpikir komputasional dan matematika. Empat praktik esensial yang dilakukan mengidentifikasi dan mengembangkan kemampuan CT adalah abstraksi, dekomposisi, debugging dan menentukan pola. Penelitian ini merupakan penelitian kualitatif. Proses pengumpulan data dilakukan melalui observasi secara langsung, observasi lembar kerja dan latihan mandiri yang dilakukan oleh mahasiswa. Dari hasil analisis disimpulkan bahwa baik melalui observasi dan latihan mandiri, empat praktik CT terlihat pada tiap mahasiswa. Akan tetapi hanya satu mahasiswa yang melakukan keempat proses tersebut dengan optimal. Keenam mahasiswa lainnya menunjukkan hasil praktik yang masih kurang optimal, sehingga perlu diarahkan secara intens kedepannya untuk hasil yang lebih optimal. Hal ini memperlihatkan bahwa dalam kegiatan pembelajaran sebenarnya mahasiswa memiliki potensi untuk mengembangkan kemampuan berpikir komputasional, karena keempat praktik ini terlihat, walaupun sebagian besar kurang optimal. Oleh sebab itu, kedepannya perlu ada tindak lanjut, salah satunya dalam desain kegiatan pembelajaran yang mampu membuat mahasiswa terlibat dalam keempat praktik esensial pengembangan kemampuan komputasional

    Pembelajaran Teks Puisi dengan Menggunakan Media Permainan Edukasi Role Playing Game (RPG) di SMA

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    Materi puisi diarahkan agar peserta didik dapat memahami serta menikmati puisi sebagai salah satu genre teks sastra. Melalui pembelajaran teks puisi, perserta didik mempunyai pengalaman berkreasi dalam menciptakan sebuah sastra bentuk teks puisi berdasarkan apa yang dilihat, didengar, serta dialaminya. Permainan edukasi RPG yang digunakan dalam penelitian ini berupa permainan petualangan. Materi dalam permainan petualang tersebut berupa pengetahuna yang dilengkapi dengan soal latihan tentang suasana, tema dan makna teks puisi. Tujuan penelitian ini untuk mengetahui keefektifan pembelajaran teks puisi dengan menggunakan media pembelajaran permainan edukasi RPG di kelas X SMA. Metode penelitian menggunakan metode deskriptif kuantitatif. Data diolah dengan menggunakan rumus statistik sederhana. Adapun hasil penelitian bahwa pembelajaran teks puisi dengan menggunakan media permainan edukasi Role Playing Game (RPG) bagi peserta didik kelas X SMA efekktif dengan nilai rerata pembelajaran sebesar 72,4

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