OJS (Muhammadiyah University of Enrekang)
Not a member yet
4739 research outputs found
Sort by
Literature Study on the Role of Islamic Education in the Formation of Student Character in Multicultural Higher Education
Penelitian ini bertujuan untuk mengkaji peran Pendidikan Islam (Pendidikan Agama Islam, atau PAI) dalam membentuk karakter mahasiswa di perguruan tinggi multikultural Indonesia. Studi literatur ini mengeksplorasi dampak Pendidikan Agama Islam terhadap pengembangan karakter mahasiswa, dengan fokus pada pendekatan pedagogis, integrasi nilai multikultural, dan strategi yang dapat mendorong toleransi serta pemahaman antarbudaya. Kajian ini menemukan bahwa PAI memiliki kontribusi signifikan dalam menumbuhkan sifat-sifat seperti toleransi, kejujuran, dan tanggung jawab sosial. Namun, efektivitas PAI sering kali dipengaruhi oleh dukungan institusi, kompetensi pengajar, serta tantangan globalisasi dan era digital. Hasil penelitian ini memberikan dasar untuk mengembangkan program pendidikan Islam yang relevan dan inovatif untuk menciptakan individu yang tidak hanya unggul secara akademis tetapi juga berkarakter mulia dan mampu berkontribusi dalam masyarakat multikultura
The Effectiveness of the Teams Games Tournament (TGT) Cooperative Learning Model in Enhancing Pancasila Education Learning Motivation Among Eleventh Grade Students at SMK Negeri 5 Sidrap
Learning motivation is a key factor in educational success, particularly in Pancasila Education, which aims to develop moral character, critical thinking skills, and social responsibility among students. However, many students face difficulties in understanding and actively participating in Pancasila Education, as evidenced by low learning motivation. This study aims to explore the effectiveness of the Teams Games Tournament (TGT) cooperative learning model in enhancing the learning motivation of eleventh-grade students at SMK Negeri 5 Sidrap. The research method used is Classroom Action Research (CAR) with a one-group pre-test and post-test design. Data was collected from 25 students through observation and a learning motivation test, which were then analyzed using the Wilcoxon test. The results show that the implementation of the TGT model significantly increased students' learning motivation, with a z-value of -4.392 and a significance value of 0.000. This study confirms that the TGT model creates a more engaging, interactive, and collaborative learning environment, which boosts students' motivation and involvement in Pancasila Education. The implication of this study is that this model can serve as an alternative, effective learning strategy to enhance learning motivation among vocational school students. Keywords: Learning Motivation, Cooperative Learning, Teams Games Tournament, Pancasila Educatio
The Influence of Using Android-Based Educational Game Software on Software Modeling Learning for Grade VIII Students at SMPN 1 BPR Ranau Tengah
This study was motivated by the low interest and understanding of students toward Software Modelling lessons, particularly in Grade VIII at SMP Negeri 1 BPR Ranau Tengah. The identified issue is the lack of interactive teaching media that align with the characteristics of digital-generation students. The aim of this research is to the influence of using educational game-based learning media on Android (Kahoot) to enchance student engagement and comprehension of software modeling material. The study employs a descriptive qualitative approach with observation and interviews as data collection instruments. It was conducted at SMP Negeri 1 BPR Ranau Tengah during the even semester of the 2024/2025 academic year. The findings indicate that using Kahoot as a learning media significantly increases students enthusiasm and participation. Students become more active and competitive in understanding the material, and teachers find it easier to manage the classroom dynamically. It is recommended that teachers continue developing digital learning media relevant to technological advances and student’s characteristics
Application of the Discovery Learning Model Assisted by Visual Media to Improve the Learning Outcomes of Civics Education (PKn) on the Topic of National Symbols and Their Meanings in Class III UPT SD Negeri 292 Pinrang
This class action research aims to improve the learning outcomes of Civics Education of third grade students of SD Negeri 292 Pinrang through the application of the Discovery Learning model assisted by visual media on the material of State Emblems and Their Meanings. The research methodology used a class action research design with two cycles, involving 28 students as research subjects. Data collection techniques used observation, learning outcome tests, and documentation. Data analysis was done descriptively quantitatively by comparing the average value before and after the action. The research instruments were teacher and student activity observation sheets, multiple choice and description test questions, and scoring rubrics. The results showed a significant increase in student learning outcomes from cycle I to cycle II. In the initial condition, learning completeness only reached 42.8% with an average score of 68.5. After the implementation of cycle I, the completeness increased to 67.8% with an average of 75.2. In cycle II, the completeness reached 89.2% with an average of 82.7. Student learning activities also increased from the moderate category to very good. Visual media in the form of pictures, posters, and interactive videos proved effective in helping students understand the meaning and philosophy of the Garuda Pancasila state symbol. The Discovery Learning model facilitates students to discover for themselves important concepts about national identity through a guided investigation and exploration process. The conclusion of the research shows that the application of the Discovery Learning model assisted by visual media can significantly improve students' Civics learning outcomes and create more meaningful and enjoyable learning
The effect of digital learning media using the Book Creator application assisted by Canva on the civics learning outcomes of seventh-grade students at MTs Negeri 1 Sidenreng Rappang
Canva on the Civics (PPKn) learning outcomes of seventh-grade students at MTs Negeri 1 Sidenreng Rappang. This research employed a quantitative approach with a One-Shot Case Study design, a type of quasi-experimental research. The variables in this study consisted of Book Creator assisted by Canva as the independent variable and Civics learning outcomes as the dependent variable. The sample comprised 28 seventh-grade students. Data were collected through a test administered at the end of the lesson. Hypothesis testing was conducted using the Wilcoxon Non-Parametric test with SPSS 25.0. The results showed that after the treatment, the students’ scores ranged from 73.33 to 96.67, with an average score of 88.92. Based on the analysis, the working hypothesis (H1) was accepted, and the null hypothesis (H0) was rejected, indicating a significant effect of using the Book Creator application assisted by Canva on Civics learning outcomes. Thus, it can be concluded that digital learning media based on Book Creator and Canva can positively improve students’ understanding and learning outcomes in Civics
Improving Elementary Students’ Science Literacy through the Scientific Inquiry Approach at SDN 1 Cenggu
This study aims to improve the scientific literacy skills of fourth-grade students at SDN 1 Cenggu by using scientific literacy teaching materials. The type of research used is classroom action research. The classroom action research model used in this study is the Kemmis PTK design. This model consists of four stages: planning, action, observation, and reflection. The research instruments used in this study are tests and documentation. The technique in data analysis is using written tests in the form of multiple choices and essays to determine cognitive abilities in students' scientific literacy abilities. The results of this study indicate that there is an increase in students' scientific literacy abilities seen in cycles I and II. The results of the data analysis obtained are that in cycle I the number of students who completed was 10 people and those who did not complete were 14 people with a percentage of completion of 41.6% and incompleteness of 58.4%. In addition, in cycle II, there was an increase in completion, namely 20 students and 4 students who did not complete it, with a completion percentage reaching 83.4% and incompleteness of 16.6%. Thus, the use of the Scientific Inquiry approach can improve students' scientific literacy skills in science learning for fourth-grade students at SDN 1 Cenggu
Libraries and Research: A Study of the Availability of Library Collections
Abstract English version, written using Times New Roman-11, italic. The abstract contains This study aims to determine the role of libraries in the research process in 2022 at UIN Raden Mas Said Surakarta and UNS. This can be seen from the availability of collections from all references used by researchers for research and other supporting factors. This study uses a mixed quantitative-qualitative method. The quantitative data collection technique uses primary data which is the result of research by lecturers and certain functional positions with sampling based on the Isaac and Michael table with an error rate of 10%, namely 27 at UIN Raden Mas Said Surakarta and 217 for UNS research. While for qualitative research, observation, interviews and documentation are carried out. The study found that the library at UIN Surakarta has not yet functioned as a Research Library. This is indicated by the availability of book collections supporting research in 2022, which was only 27%, a relatively low percentage. Additionally, in terms of library support for research, many services have not yet been provided. Meanwhile, the UNS Library was found to have played a moderate role (44%) in supporting lecturers' research and specific functional positions in 2022. This role was supported by the availability of facilities, infrastructure, various training programs, and supporting data provided by the library. Library support for lecturers’ and specific functional positions’ research at UIN Raden Mas Said remains low, both in terms of collections and services. Meanwhile, the support provided by the UNS Library for research in 2022 is categorized as moderate, both in terms of services and collection
The Influence of the Discovery Learning Model and Creative Thinking Skills on the Science Learning Outcomes of Grade IV Elementary School Students in Muntok District
Education is the most important thing and plays a role in advancing the fate of a nation. Education is also the learning of knowledge, skills and habits from a group of individuals starting from generation to generation. The point is that education consists of a series of activities from one individual to another individual or in groups with guidance so that children grow and develop optimally independently and responsibly. This research aims to improve creative thinking skills, namely the discovery learning model, by implementing an experimental method. This research aims to improve creative thinking skills, namely the discovery learning model, by implementing an experimental method. The results of the study show that 1) there is a difference in the learning outcomes of science students who use the Discovery Learning model higher than those who learn using the conventional model. 2) There is an interaction between the discovery learning model and the conventional learning model reviewed from critical thinking on students' science learning outcomes. 3) There is a difference in the learning outcomes of science students who have high critical thinking skills who learn using the discovery learning model are higher than students who study with the conventional learning model. 4) There is a difference in the learning outcomes of science students who have low critical thinking who learn using the discovery learning model higher than students who study with the conventional learning model
Implementation of interactive HOTS e-modules based on gamification in improving learning outcomes in Islamic religious education subjects for students of SMPN 1 Taluditi
The purpose of this study is to develop HOTS content in the e-module of Islamic Religious Education subjects at SMPN 1 Taluditi, increase creativity in developing teaching strategies and methods, improve critical thinking in understanding learning content and develop teacher creativity in designing materials, media and teaching modules that are appropriate to the conditions and abilities of students at the junior high school level. The method used is R&D with the DDDE (Decide, Design, Develop, and Evaluate) model which was chosen because it is in accordance with the objectives of developing HOTS and gamification-based interactive e-modules. A small-scale trial of the HOTS e-module was conducted by teacher experts and lecturers, and a large-scale trial was conducted by 22 students. The trial subjects were determined using a purposive sampling technique. Research data collection was carried out by administering a questionnaire test that had been collected descriptively. The results of the study showed that the gamification-based interactive HOTS e-module developed using the DDD-E model met the validity criteria with an average score of 3.89, was considered practical with an average score of 3.67, and demonstrated effectiveness, with 87.8% of students achieving a minimum test score of 70
The influence of giving rewards in increasing students' motivation and learning outcomes at SDN 256 Benteng Jati
This study aims to analyze: (1) the effect of applying the reward method in the form of achievement stars on the English learning motivation of fifth-grade students at SDN 256 Benteng Jati; (2) the effect of applying the reward method in the form of achievement stars on their English learning outcomes; and (3) the overall influence of the reward method on students’ motivation and learning outcomes. The research employed a quasi-experimental design using the Pretest-Posttest Non-Equivalent Control Group Design. The population consisted of 110 students of SDN 256 Benteng Jati, while the sample was the fifth-grade students divided into two classes: Class Va (11 students) as the experimental group and Class Vb (11 students) as the control group. Data were analyzed using both descriptive and inferential statistical techniques. The findings reveal that the implementation of the reward method significantly affected the students’ motivation in learning English and also improved their learning outcomes. Thus, providing rewards in the form of achievement stars proved to be an effective strategy to enhance both learning motivation and achievement among fifth-grade students