EJournal Universitas Kanjuruhan Malang
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Application of a holistic approach in learning Indonesian Language for elementary school students
The purpose of this study is to provide an in-depth description of the application of a holistic approach in Indonesian language learning and its benefits for elementary school students. The research method used is qualitative with a qualitative descriptive design. Data were collected through unstructured interviews with teachers, participatory observation in the classroom, and documentation, then analyzed using thematic analysis techniques. The results showed that the holistic approach, with the principles of Connectedness, Wholeness, and Being, can integrate language skills with the context of students\u27 lives, involve various senses and emotions, and provide opportunities for exploration of interests and talents. This approach has the potential to improve students\u27 understanding of the subject matter, develop critical thinking skills, creativity and strong character, and create a fun, democratic and humanist learning atmosphere
Qr code-based pop-up book: an innovative learning media for cultural diversity material in elementary schools
Innovative learning media in primary education remains limited, affecting students’ comprehension. Cultural diversity is often taught conventionally, making it less interactive. This study develops a QR Code-based Pop-Up Book as a learning tool combining three-dimensional elements and digital technology. The Research and Development (R&D) method was applied using the ADDIE model (Analysis, Design, Development, Implementation, Evaluation). Experts validated the content, media, and language, while trials were conducted with fifth-grade students at SDN 160/IV Kota Jambi. Results showed high validity scores (91% content, 89% media, 93% language), with 90% practicality and 91.8% attractiveness. The QR Code-based Pop-Up Book effectively enhances students’ understanding and has strong potential for wider use in primary education
Pengembangan Media Pembelajaran Interaktif Pada Mata Pelajaran Ilmu Pengetahuan Sosial Kelas VIII SMP Negeri 2 Muara Kaman
This research aims to develop and determine the feasibility of interactive media in class VIII social studies subjects that can be used to support the learning process. The research method is Research and Development (R&D) with the ADDIE development model namely analysis, design, development, implementation and evaluation. This research was carried out from January to February 2024. While the object of the research was interactive powerpoint media. This data collection technique uses questionnaires and interviews which are analyzed descriptively. The results of this research are interactive learning media for class VIII social studies subjects (1) the results of validation by material experts are included in the assessment criteria "Very Feasible", (2) the results of media expert validation are included in the assessment criteria "Very Feasible", (3) the results of small group trials are included in the assessment criteria "Very Feasible" and (4) the results of large group trials are included in the assessment criteria "Very Feasible".Conclusion, PowerPoint which is used as an interactive learning media in class VII social studies subjects is "worthy" of use.Munculnya Penelitian ini bertujuan untuk mengembangkan dan mengetahui kelayakan media interaktif pada mata pelajaran IPS kelas VIII yang dapat digunakan untuk mendukung proses pembelajaran. Metode penelitian yang digunakan adalah Research and Development (R&D) dengan model ADDIE, yaitu analysis, design, development, implementation dan evaluation. Penelitian ini dilaksakan pada bulan Januari hingga Februari 2024. Subjek pada penelitian ini adalah para ahli dan siswa kelas VIII B SMP Negeri 2 Muara Kaman. Teknik pengumpulan data ini menggunakan instrumen angket dan wawancara. Hasil penelitian media pembelajaran interaktif pada mata pelajaran IPS kelas VIII (1) hasil validasi ahli materi dengan kategori “Sangat Layak” persentase kelayakan 94%, (2) hasil validasi ahli media dengan kategori “Sangat Layak” persentase kelayakan 87,50%, (3) hasil uji coba kelompok kecil dengan kategori “Sangat Layak” persentase kelayakan 87,6% serta (4) hasil uji coba kelompok besar dengan kategori “Sangat Layak” persentase kelayakan 89,62%. Kesimpulan, powerpoint yang dijadikan sebagai media pembelajaran interaktif pada mata pelajaran IPS kelas VII “Layak” untuk digunakan
Klasifikasi Status Stunting Pada Balita di Kecamatan Singgahan dengan Algoritma
Stunting is a chronic health issue that significantly impacts the physical growth and cognitive development of children, particularly in developing countries such as Indonesia. This study aims to classify stunting status among toddlers in the Singgahan District by applying the Support Vector Machine (SVM) algorithm, optimized using Grid Search Cross-Validation. The dataset consists of 642 toddler records with nine attributes representing nutritional and growth conditions. The classification process involves several stages, including data preprocessing, handling data imbalance using the SMOTE method, and model performance evaluation through 5-fold cross-validation. The results show that the SVM algorithm without optimization achieved an accuracy of 69.83%, while optimization with Grid Search Cross-Validation significantly increased the accuracy to 93.33%. These findings indicate that the application of SVM with hyperparameter tuning via Grid Search Cross-Validation is effective in improving classification accuracy for stunting status in toddlers. This research contributes to the use of machine learning in supporting decision-making processes in public health sectors.Stunting adalah salah satu masalah Kesehatan kronis yang mempengaruhi pertumbuhan fisik dan perkembangan kognitif anak-anak, terutama di negara-negara berkembang seperti Indonesia. Tujuan dari penelitian ini adalah untuk mengklasifikasikan status stunting pada balita dikecamatan Singgahan dengan menerapkan algoritma Support Vector Machine. Dataset yang digunakan terdiri dari 642 data dengan 9 atribut yang mencerminkan kondisi gizi dan pertumbuhan. Proses klasifikasi berlangsung dalam beberapa fase, antara lain ; pre-processing data,penanganan keseimbangan data dengan SMOTE dan evaluasi performa model dengan 5 fold cross-validation. Hasil penelitian menunjukan bahwa algoritma Support Vector Machine menghasilkan akurasi 69.83%. kemudian, setelah optimasi dengan grid search cross-validation akurasi meningkat secara signifikan menjadi 93.33%. Temuan ini menunjukan bahwa pemanfaatan algoritma Support Vector Machine dengan tuning hyperparameter melalui grid search cross-validation sangat efektif dalam meningkatkan akurasi klasifikasi status stunting pada balita
Pengaruh Konseling Kelompok Teknik Cognitive Restructuring terhadap Self-Esteem Siswa
This study aims to examine the effect of group counseling using cognitive restructuring techniques on the self-esteem of 7th-grade students in class VII C at SMPN 02. The method employed in this research is quantitative, utilizing an experimental design, specifically the one-group pretest-posttest design. The population under study consists of 30 students from class VII C, with 6 students selected as the sample through purposive sampling. The instrument used is a self-esteem questionnaire for middle school students. The results showed that the t-value was greater than the t-table (34.5824 > 2.13185), thus the alternative hypothesis (Ha) is accepted, and the null hypothesis (Ho) is rejected. Therefore, the conclusion drawn from this study is that group counseling using cognitive restructuring techniques has an effect on students\u27 self-esteem. It is hoped that this research will provide a positive contribution to the development of knowledge, particularly in the field of education, especially within the realm of guidance and counseling, in efforts to improve the quality of students, and serve as a reference for further research, thereby providing a foundation for future studies
Upaya Menurunkan Burnout Belajar Melalui Bimbingan Kelompok Teknik Role Playing Pada Siswa
This study aims to determine the reduction of academic burnout through role-playing techniques among students at SMPN 02 Silo. This research is a counseling guidance action research. The subjects of the study were all seventh-grade students at SMPN 02 Silo, totaling 177 students, with 6 students selected through purposive sampling as the sample. Data collection was conducted using questionnaires. The results showed that 84% successfully exceeded the success indicators, with the sample experiencing a significant decrease in academic burnout. These findings indicate that group counseling services using role-playing techniques can effectively reduce academic burnout among students at SMPN 02 Silo. This study recommends that similar programs be implemented in other schools to test the generalizability of the findings and to explore other factors that may influence student academic burnout, such as social support and environmental influences. Thus, it can be concluded that group counseling with role-playing techniques can reduce students’ academic burnout
Pemberdayaan Masyarakat dalam Pelestarian Warisan Budaya melalui Festival Pituturan Kendal di Kecamatan Pageruyung
Festivals with various activities held can be an effort to preserve cultural heritage. Because festivals are celebratory events that can attract the enthusiasm of many people and can be packaged according to their objectives. This is realized through the Kendal Pituturan Festival which is designed in the form of a regional cultural festival held by surrounding locations in seven sub-districts in Kendal Regency, one of which is in Pageruyung District. Activities carried out with a collaborative approach and inviting various partners from the community around this location can be an event for community empowerment that provides material and non-material benefits, ranging from improving the economy, social, skills, and experience. This was then proven from the entire process of the implementation stage of the activity, starting from coordination and pre-activity preparation, activity realization, to activity evaluation. Overall, the Kendal Pituturan Festival in Pageruyung District was carried out smoothly and without any obstacles. Various positive responses indicate that the festival can be a useful activity and is expected to be a model for the implementation of further activities
Pengaruh gratis ongkos kirim dan cash on delivery (COD) terhadap keputusan pembelian pada pengguna e-commerce lazada di Surabaya
In this era of digital industry, the development of technology and information systems greatly influences consumer behavior. The role of technology is also growing in line with the development of human life. Relationships between fellow humans that continue to develop in various parts of the world are also facilitated by the rapid development of technology and information in various fields today. Lazada is one of the information technologies that makes it easier for consumers to shop online. This study aims to determine the effect of Free Shipping and Cash On Delivery (COD) on Purchasing Decisions on Lazada E-Commerce users in Surabaya. This study uses a quantitative approach method. This study uses Lazada users as the population. While the research sample is Lazada E-Commerce users in Surabaya. The researcher uses a non-probability sampling calculation method with a purposive sampling technique. The data collection technique uses a questionnaire with a total of 130 respondents consisting of ages 17-35 years. The data is then analyzed using SmartPLS 3.0. The results of the study show that Free Shipping has a significant positive effect on Purchasing Decisions. This means that the more free shipping promotions given by Lazada, the higher the level of purchasing decisions. Cash On Delivery (COD) has a significant positive effect on Purchasing Decisions. This means that the Cash On Delivery (COD) payment method increases purchasing decisions on the Lazada application.
Pengaruh Penggunaan Media Power Point Berbasis Audio Visual Menggunakan Google Classroom Terhadap Prestasi Belajar Siswa
Materi pembelajaran, informasi, konsep, prosedur, dan keterampilan semuanya dapat diajarkan kepada siswa dengan menggunakan presentasi PowerPoint audio-visual yang menggabungkan suara dan visual. Penelitian ini bertujuan untuk memastikan bagaimana prestasi belajar siswa berbeda ketika media PowerPoint berbasis audio-visual digunakan dibandingkan ketika tidak digunakan. Penelitian ini dilakukan di SMP Negri 2 Wagir selama tahun ajaran 2020–2021, yang melibatkan semua siswa kelas VIII. Kelas VIII B dan Kelas VIII C terdiri dari sampel penelitian yang berjumlah 60 siswa, dengan 30 siswa di kelas VIII B yang berperan sebagai kelas eksperimen dan 30 siswa di kelas VIII C yang berperan sebagai kelas kontrol. Pengambilan sampel secara acak klaster digunakan sebagai metode pengambilan sampel. Setelah menggunakan Google Classroom dengan pembelajaran daring dan materi PowerPoint berbasis audio-visual, data prestasi belajar dikumpulkan. Kami menggunakan uji-t independen untuk menilai data. Penggunaan media power point dengan komponen audio-visual meningkatkan prestasi belajar siswa, menurut temuan penelitian. Kesimpulan penelitian adalah bahwa penggunaan materi PowerPoint berdampak pada kinerja akademik siswa
Pengaruh Laboratorium Virtual Olabs dan Motivasi Belajar Terhadap Pemahaman Konsep Fisika Siswa
Tujuan penelitian ini, yaitu 1) untuk mengetahui adanya perbedaan pemahaman konsep yang belajar menggunakan laboratorium virtual olabs dan konvensional, 2) untuk mengetahui adanya perbedaan pemahaman konsep siswa yang memiliki motivasi tinggi dan motivasi rendah, 3) untuk mengetahui adanya interaksi antara laboratorium virtual olabs dan motivasi belajar terhadap pemahaman konsep siswa. Jenis penelitian menggunakan eksperimen semu (Quasi Experimental) dengan model penelitian Pretest-Posttest Control Grup Design. Populasi dari penelitian ini yaitu seluruh siswa kelas XI SMAN I Arjasa semester genap tahun ajaran 2023. Pengambilan sampel menggunakan teknik porpusive sampling. Sampel penelitian ini menggunakan 100 siswa. Teknik pengumpulan data yang digunakan adalah data motivasi belajar menggunakan angket dan data pemahaman konsep menggunakan soal objektif dengan menggunakan analisis uji T-test dan uji anova dua jalur. Hasil penelitian menunjukkan bahwa 1) ada perbedaan pemahaman konsep yang belajar menggunakan laboratorium virtual olabs dan konvensional, 2) ada perbedaan pemahaman konsep siswa yang memiliki motivasi tinggi dan motivasi rendah, 3) ada interaksi antara laboratorium virtual olabs dan motivasi belajar terhadap pemahaman konsep siswa