OJS (Muhammadiyah University of Enrekang)
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The Effect of the Index Card Match Learning Model on the Learning Outcomes of Class V PKn
This research aims to determine whether students' learning outcomes in class V in the Civics subject at SD IT Permata Medan Labuhan are influenced by the Active Learning Model of the Index Card Match Type. There are two hypotheses in this research, namely: (1) There is an influence of the Index Card Match Type Active Learning Model on student learning outcomes in class V in Civics subjects at SD IT Permata Medan Labuhan (Ha), and (2) There is no influence of the Learning Model Active Index Card Match Type on student learning outcomes in class V Civics subjects at SD IT Permata Medan Labuhan (Ho). This research uses an experimental method with a pre-experimental research type with a "One Group Pretest Posttest Design." The data was tested using analysis assisted by SPSS Version 26, and the results were the average pretest (44.00) and average posttest (86.50). According to data analysis of pretest and posttest scores, research results at the 0.5 level show that the sig (2-tailed) value is 0.00 <0.05, which indicates that Ho is rejected and Ha is accepted. Thus, it can be concluded that the Index Card Match learning model in Civics subjects in class V of SD IT Permata Medan Labuhan significantly impacts student learning outcomes
Islamic Education of the Gowa Sultanate Period
This research aims to explore and clarify studies related to Islamic education during the Gowa sultanate. This scientific study uses a qualitative method with a type of approach that is based on theories of Islamic education approaches in other supporting fields of science such as sociological and historical approaches so that it also includes an interdisciplinary approach, the data of which refers to field research and is supported by library research. The data used in this study uses secondary data, including accredited journals and books that are appropriate to the topic studied. The results of the analysis concluded that the influx of Islamic teachings was brought by ulama from outside the region and applied knowledge by paying attention to the suitability of the cult culture and customs of different communities in Sulawesi, especially in the Gowa sultanate. In the end, the long and systematic process of the ulama figures in developing Islamic education produced results that have now made him one of the largest adherents of Islam in the archipelag
The Influence of Islamic Religious Education Student Organizations on Study Discipline at STAI Samora Pematangsiantar
An organization is a social entity that has certain goals, a system of structured and coordinated activities, and is related to the external environment but is determined by identifiable boundaries. The aim of this research is to determine the influence of student organizational activity on learning discipline. The research method used is a quantitative method. The population in this study were students from the class of 2022, 2023 of the Islamic Education STAI Samora Pematangsiantar study program, totaling 52 respondents. The research instrument used was the distribution of questionnaires and documentation with data analysis using simple linear regression. The results of the research show that activeness in student organizations influences the learning outcomes of students at the Islamic Education STAI Samora Pematangsiantar study program. Based on the results of the descriptive analysis, activeness in organizations was classified as high, as many as 33 students (63.5%) were active in organizations, and learning discipline in participating in student organizations was classified as high as many as 30 students (57.6 %). From the results of the simple linear regression analysis, the constanta (a) value is 2.245 and the regression coefficient (b) value is 0.392 with the regression equation Y = 2.245+ 0.392 X. From the results of the simple linear regression analysis, there is a negative influence between activities in student organizations regarding learning outcomes, it can be concluded that the more activities one participates in in student organizations, the lower the learning outcomes will be. Judging from the R2 (R Square Change) calculation, the value obtained is 0.451. This means that the contribution of activities in student organizations to learning outcomes is 45.1%
Trends and Problems in Merdeka Belajar Curriculum Research from 2018 to 2023: Bibliometric Analysis
This study conducted a bibliometric analysis of scientific publications on the Independent Learning Curriculum in Indonesia from 2018 to 2023. This curriculum was introduced to provide flexibility and autonomy in education, encouraging school creativity and innovation. Using bibliometric methods, the study identified a significant increase in publications since 2020, with most articles coming from Indonesia. Topical analysis highlights the main focus on curriculum implementation, its impact on learning outcomes, school and teacher readiness, and learning innovation. Frequently raised issues include limited resources in remote areas, lack of teacher training, and challenges in developing appropriate grading systems. Collaboration between researchers and institutions is also an important theme, showing joint efforts in understanding and developing the Independent Learning Curriculum. These findings are important for education policy and practitioners to improve the quality of curriculum implementation in the future, with recommendations to strengthen teacher training further and develop innovative assessment system
Implementation of the Kahoot Application on Students’ Learning Motivation in Learning in Class 6 of SDN 7 Matajang, Bulukumba District
In the world of education, learning media is very necessary in an effort to increase students' understanding, knowledge and absorption of certain learning content so that the learning process becomes more interesting and optimal. This learning media is an important element in the learning process, so that students can more easily understand the content of the material presented by the teacher and increase student interest and motivation in learning. One learning media that can be used to motivate students to learn is the implementation of education-based digital learning media, including the implementation of the Kahoot application learning media. The purpose of this research is to determine the implementation of the Kahoot application to increase student learning motivation. The method used is qualitative research with an experimental research approach and field research using topics and research objects from grade 6 students at SDN 7 Matajang Bulukumba. The results of the research show that by implementing the Kahoot application as a learning medium, the interest and learning motivation of grade 6 students at SDN 7 Matajang Bulukumba increases and achieves the expected learning outcomes. 
Truth Dare Card Media Develoment Improving the Abilty to think Creatively Pancasila Value Material Class V SDN Modangan 05 Blitar
The aim of this research is to develop truth or dare card media to improve creative thinking skills regarding Pancasila value material for class V at Modangan 05 Blitar Elementary School. This research utilizes research and development (R&D) techniques where the approach uses ADDIE, which stands for Analysis, Design, Development, Implementation, and Evaluation. Primary data collected from the field is the backbone of this research data collection. This data source comes from experts, instructors and students. The researchers used interviews and questionnaires as data collection strategies in this research. Carry out product testing in the field using methods such as observation, consulting with material experts, seeking input from media experts, and providing questionnaires to students as well as N-gain tests. According to the findings of material experts, the validity of the criteria was assessed as "very valid" with a score of 88%. The media expert's evaluation received a score of 100% and was rated "Very Valid" according to the criteria. The media feasibility study gave a result of 88.5%. The test results showed a significant value, indicating that the Truth or Dare card medium was accepted. In addition, there was an increase observed between the pre-questionnaire and post-questionnaire, which shows that the application of the Truth and Dare game media effectively improves students' creative thinking skills at SDN Modangan 05
Effectiveness of a Cognitive Behavioral Therapy Counseling Approach in Overcoming Online Game Addiction
Abstrak
Addiction to online games is a problem in the world of education which can have various negative impacts on students, both physical, psychological and social health, as well as learning activities and even a decline in academic achievement. This research aims to determine the effectiveness of the cognitive behavioral counseling approach in alleviating online game addiction experienced by students. The research method uses a quantitative comparative type with a 2 x 2 factorial quasi-experimental design. Samples were taken using a purposive technique of 10 people in the experimental group and 10 people in the control group. The research instrument used an online game addiction scale which was distributed to the sample during the pretest and posttest. The data analysis technique uses data description and hypothesis testing with the ANACOVA formula. The research results showed that there was a difference in students' online game addiction scores during the pretest and during the posttest with an F value of 417.217, and a mean square of 544.700 with a significance of 0.000. It can be concluded that counseling services using the Cognitive Behavior Therapy approach are effective in reducing online game addiction in students at Tritech Vocational School, Medan.
Keywords: CBT, Games, Addiction.
Abstract
Addiction to online games is a problem in the world of education which can have various negative impacts on students, both physical, psychological and social health, as well as learning activities and even a decline in academic achievement. This research aims to determine the effectiveness of the cognitive behavioral counseling approach in alleviating online game addiction experienced by students. The research method uses a quantitative comparative type with a 2 x 2 factorial quasi-experimental design. Samples were taken using a purposive technique of 10 people in the experimental group and 10 people in the control group. The research instrument used an online game addiction scale which was distributed to the sample during the pretest and posttest. The data analysis technique uses data description and hypothesis testing with the ANACOVA formula. The research results showed that there was a difference in students' online game addiction scores during the pretest and during the posttest with an F value of 417.217, and a mean square of 544.700 with a significance of 0.000. It can be concluded that counseling services using the Cognitive Behavior Therapy approach are effective in reducing online game addiction in students at Tritech Vocational School, Medan.
Keywords: CBT, Games, Addiction
Development of Reading Materials Based on Local Assamaturu Wisdom Using the Heyzine Flipbooks Application to Improve Reading Comprehension Skills of Fouth-Grade Students
This research focuses on developing reading materials based on local Assamaturu wisdom from Gowa Regency, South Sulawesi Province with the help of the Heyzine Flipbooks application. Specifically, the research objective is to develop a prototype of reading material based on local Assamaturu wisdom using the Heyzine Flipbooks application and test the validity, practicality and effectiveness of the reading material developed. The development model used in this research is the 4-D development model (four D models). The stages of the 4-D model include defining, designing, developing and disseminating. Validity analysis was carried out by two expert experts. The validation results show that the research instrument is declared valid with a recapitulation value of 3.7. Furthermore, the results of the practicality analysis which came from questionnaire responses from teachers and students showed that reading materials based on local Assamaturu wisdom assisted by the Heyzine Flipbooks application were declared very practical with a presentation score of 92%. Effectiveness analysis based on reading comprehension test results shows that the average student score is 87 with a completeness presentation of 90%. This value is in the very good category. Thus, it can be concluded that reading materials developed based on local Assamaturu wisdom with the help of the Heyzine Flipbooks application can be used to improve the reading comprehension skills of class IV students in elementary schools
Exploring Teachers’ Multimodal Pedagogy Practices: Leveraging Visual Resources in English Classroom
Research Background: English language education has evolved significantly in recent decades, especially with the increasing use of visual resources in teaching. The use of visual resources such as images, videos, and infographics has become an integral part of modern pedagogy, known as multimodal pedagogy. This research was conducted to understand how teachers utilize visual resources in their teaching practices in English classrooms. Research Objective: This study aims to explore and document multimodal pedagogical practices used by English teachers in utilizing visual resources to enhance students' learning experience. Research Method: This research uses a qualitative approach with a case study method. Data were collected through classroom observation, in-depth interviews with teachers, and analysis of teaching documents. Observations were made at several junior high schools in major cities, and interviews were conducted with ten experienced English teachers. Research Results: The results show that teachers use a variety of visual resources to support their teaching. The use of relevant images and videos helps students understand the subject matter better. In addition, infographics and visual sketches are used to explain complex concepts. Teachers also incorporate digital technologies such as multimedia presentations to make learning more interactive and engaging. Research Conclusion: This study concludes that the use of visual resources in multimodal pedagogy practices is very effective in increasing students' understanding and involvement in the teaching and learning process. Teachers who use this strategy succeed in creating a more dynamic and interactive learning environment, which ultimately improves student learning outcomes
Development of Video Tutorial Media on Virgin Hair Coloring Single Application Technique in Beauty Student of AKP Galang Vocational School
This research aims to determine the feasibility of video tutorial learning media in single application technique virgin hair coloring for beauty students at AKP Galang Vocational School. This research uses research and development methods), and aims to develop and test a product produced for learning media. The research stages are conducting needs analysis, product design, product validation, product testing and final production. The validation stage is divided into two, namely material validation and media validation, material validation is carried out by three material experts, and media validation is carried out by three media experts. The research results show: (1) Students stated that 87% needed video tutorial media, (2) Teachers stated that 98% needed video tutorial media, (3) Expert test material for single application virgin hair coloring technique was in exellent criteria (96%), (4) Media expert testing of video tutorial products is in excellent criteria (95%), (5) Trials in small groups are in excellent criteria (90%), (6) Trials in medium groups are in excellent criteria (92%), (7) Trials in large groups were in excellent criteria (95%). The results concluded that the video tutorial on virgin hair coloring with the single application technique was declared feasible and could be considered for use in learning activities by teachers and students