Jurnal Universitas Flores
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Penerapan Model Core (Connecting, Organizing, Reflecting, Dan Extending) Terhadap Peningkatan Hasil Belajar IPA Di Kelas V SDN Roja 3 Ende
This study departed from the problem of the low science learning outcomes in grade V SDN Roja 3. To overcome this, the CORE model was implemented which aims to improve student learning outcomes. This research is a classroom action research. The research subjects were 11 grade students of SDN Roja 3, totaling 11 people. The data were taken by using test techniques, observation and field notes. Data were analyzed descriptively qualitatively. The results showed that after the application of the CORE model there was an increase in science learning outcomes in grade V SDN Roja 3. This was proven successively from the achievement of completeness of learning outcomes in pre-action by 36 percent and increased to 55 percent in cycle I and reached a maximum of 100 percent in cycle II
Pendekatan Arsitektur Vernakular Dalam Desain Fasilitas Obyek Wisata Jasmani - Rohani Mengeruda di Kecamatan Soa Kabupaten Ngada
Kabupaten Ngada adalah salah satu Kabupaten yang memiliki banyak sekali potensi wisata yang mampu menarik minat wisatawan baik dalam maupun luar negri yang ingin berwisata baik untuk jasmani maupun rohani. Salah satunya yaitu “Obyek Wisata Jasmani-Rohani Mengeruda”, yang dikelola oleh Pemerintah Kabupaten Ngada, bekerja sama dengan Paroki Salip Suci, Soa. Obyek wisata ini berada 28 km ke arah timur dari pusat Kota Bajawa tepatnya di Desa Mengeruda Kecamatan Soa Kabupaten Ngada. Obyek Wisata Jasmani - Rohani Mengeruda memiliki 2 (dua) faktor andalan, yaitu Sumber Mata Air Panas Alam (Hoot Sprin) dan Taman Fatima (Place Of Pilgrimage) yaitu tempat Ziarah bagi Umat ber-agama Katolik. Namun ada beberapa permasalahan yang membuat obyek wisata ini tidak terlalu optimal, seperti: kurangnya perawatan terhadap fasilitas-fasilitas yang sudah ada, kurangnya fasilitas fasilitas utama, dan penunjang sebagai pendukung citra dari obyek wisata ini. Alasan pemilihan tema dengan pendekatan Arsitektur Vernakuler dalam desain kawasan Wisata Jasmani-Rohani Mengeruda ini karena berada dalam lingkungan masyarakat yang kaya akan budaya dan tradisi baik dari segi arsitektural maupun kehidupan sosialnya. Metode pengumpulan data dilakukan dengan cara; studi literatur, wawancara, dan observasi. Dari data yang dikumpulkan dilakukan analisis. Metode analisis data dilakukan dengan; analisa kuantitatif, analisa kualitatif, dan komparatif, Setelah melakukan analisis, tahap selanjutnya adalah menyusun konsep perencanaan dan perancangan sesuai dengan output dan analisis yang telah dilkakukan. Hasil perancangan dengan pendekatan arsitektur vernakuler dapat menjadikan tempat wisata ini bukan hanya dijadikan tempat rekreasi semata, tetapi juga sebagai media pembelajaran atau mengenalkan budaya ke wisatawan luas dengan cara menunjukan/menonjolkan identitas kebudayaan masyarakatnya, dan dapat memberikan dampak edukatif bagi wisatawan
PENGARUH PEMBELAJARAN E-LEARNING MENGGUNAKAN PLATFORM SCHOOLOGY PADA MATERI IPA (PENCEMARAN LINGKUNGAN) TERHADAP KEMANDIRIAN BELAJAR DAN HASIL BELAJAR SISWA SMP
Penelitian ini bertujuan untuk mengkaji pengaruh pembelajaran e-learning menggunakan platform Schoology pada materi IPA khususnya pencemaran lingkungan terhadap kemandirian belajar dan hasil belajar siswa Sekolah Menengah Pertama. Penelitian ini merupakan jenis penelitian kuasi eksperimen dengan desain nonequivalent control group design. Sampel ditentukan menggunakan metode purposive sampling sesuai kriteria yang ditentukan peneliti yaitu kelas VII E sebagai kelas eksperimen dan VII D sebagai kelas kontrol. Waktu pelaksanaan penelitian pada semester genap tahun ajaran 2020/2021. Data yang diperoleh dianalisis menggunakan uji statistik berupa uji normalitas, uji independent sample t test, uji Mann Whitney U Test, dan uji t – pihak kanan. Instrumen yang digunakan untuk mengukur kemandirian belajar menggunakan lembar angket dan untuk mengukur hasil belajar menggunakan lembar tes pada penilaian ranah pengetahuan sedangkan penilaian ranah keterampilan menggunakan non tes berupa pembuatan laporan tertulis. Hasil analisis data pada kemandirian belajar tidak berdistribusi normal sehingga dilanjutkan menggunakan uji Mann Whitney U Test diperoleh nilai signifikansi 0,000 < 0,05 yang artinya ada perbedaan kemandirian belajar siswa antara kelas eksperimen dan kelas kontrol setelah pembelajaran e-learning menggunakan platform Schoology. Hasil analisis data pada hasil belajar berdistribusi normal sehingga dilanjutkan uji homogenitas. Hasil uji homogenitas pada ranah pengetahuan 0,118 > 0,05 yang artinya data homogen, sedangkan pada ranah keterampilan sebesar 0,004 < 0,05 yang artinya data tidak homogen. Analisis data selanjutnya menggunakan uji independent sample t test diperoleh nilai signifikansi 0,000 < 0,05 pada ranah pengetahuan dan 0,025 < 0,05 pada ranah keterampilan yang artinya ada perbedaan hasil belajar siswa antara kelas eksperimen dan kelas kontrol karena pembelajaran e-learning menggunakan platform Schoology
Penerapan Metode Diskusi Untuk Meningkatkan Keterampilan Berbahasa Lisan Bagi Siswa Kelas VI SDK Roworeke 1 Kabupaten Ende pada Semester 1 Tahun Pelajaran 2019 / 2020
This classroom action research uses the Mc and Taggart model, with a participatory-collaborative approach. Data were analyzed descriptively. The results of the teacher's actions in cycle I showed that the implementation of learning was categorized as "good" but not all of the items observed were implemented optimally. The students' activities in the first cycle were in the fairly good to good category. Learning completeness is 66.67%. The activities of the second cycle teacher showed that all the observation items reached the very good category. Student activity increased in the good to very good category. Classical learning completeness reaches 100%. In conclusion, the application of the discussion method has an impact on increasing oral language skills and learning outcomes
Sosialisasi Penggunaan Media Pembelajaran Berbasis IT untuk Menanggulangi Dampak Covid-19 dalam Bidang Pendidikan
Information technology today is very much needed by every society, especially during the current pandemic. The development of information technology which is increasingly rapid in the current era of globalization cannot be avoided anymore its impact on the world of education. Global demands call upon the world of education to always and constantly adapt technological developments to the steps in improving the quality of education, especially adjusting its use for the world of education, especially in the learning process. There are many learning media technologies in the form of platforms that are used in every educational institution, at the school level to streamline the learning process carried out, such as classrooms, google forms, quizizz and zoom. PLSP Group of the Indonesian Education University, Purwakarta Campus, endeavors to solve problems through extension programs and instructional media training for teachers. The goal is that the skills of teachers in making teaching materials using learning media based on information technology and the internet can be improved
KKN-M Pendampingan Belajar dari Rumah pada Masa Pandemi Covid-19 untuk Anak SD di Desa Bamo Kecamatan Kota Komba Kabupaten Manggarai Timur
Community service activities were carried out in Bamo Village, Kota Komba District, East Manggarai Regency. The purpose of this community service activity was to conduct tutoring assistance activities for elementary school students during the Covid-19 pandemic. Where tutoring activities were carried out by gathering elementary school students in one house. The implementation of independent KKN by Flores University students is carried out in three stages, namely introduction, implementation of activities and results of activities. The implementation of KKN is focused on a special theme, namely Innovation and Elementary Learning Technology. Learning innovation activities are carried out by utilizing technology tools in the form of a laptop. Where the laptop functions to play animated videos. And the results of the activities are documented in the form of videos and photos. The results of this learning innovation activity are where SDK Waepoang students are increasingly interested in participating in tutoring activities
Pemanfaatan Media Video Animasi dan Permainan Tradisional dalam Bimbingan Belajar Siswa SD Selama Masa Pandemi Covid-19
The purpose of tutoring for the students of SDK Kekandere 2 is to help students understand the material well in the midst of the ongoing Covid-19 pandemic situation. The learning media used during tutoring are animated videos and traditional games as learning methods. The purpose of using animated videos is to make students more enthusiastic about participating in learning and also to increase students' understanding of the material they are learning. Traditional games are used so that students do not get bored easily or students can learn while playing. Besides that, it also helps students to find their own concepts because previously students only got material information from the teacher. And in between learning activities, reading exercises were carried out for students who were not yet fluent in reading. The results of the tutoring carried out can improve students' understanding, students are very enthusiastic about participating in the learning process and students are able to learn to find their own concepts even though they are not perfect. Meanwhile, to read only needs regular practice from students
ANALISIS PROGRAM BANTUAN STIMULAN PPERUMAHAN SWADAYA (BSPS) TERHADAP TINGKAT KEPUASAN MASYARAKAT BERPENGHASILAN RENDAH PADA KANTOR DINAS PERUMAHAN RAKYAT KAWASAN PEMUIKIMAN DAN PERTANAHAN KABUPATEN ENDE TAHUN ANGGARAN 2017
Meeting the needs of a decent home for a weak economic community,government through the Public Housing Agency, Residential Areas and Ende District Land Issued a policy with the development and utilization of potential community empowerment through home rehabilitation is not livable.From the results of the study it was found that in general the Help program Self-Help Housing Stimulant (BSPS) has satisfied the community Low-income. Of the fourteen variables studied, the value of the IKM variable service procedure of 78.0%, variable discipline of officers service by 72.5%, variable clarity of service personnel by 74.2%, service officer's responsibility variable of 74.4%, variable capability service personnel by 72.5%, variable service speed by 70.9%, variable justice gets service by 72.5%, variable decency and 71.7%, variable fairness of service costs amounting to 69.0%, variable service cost certainty of 63.0%, convenience variable 73.9%, and service security variables by 71.7%. Two twelve variables are categorized as satisfactory because they are all at intervals 62,51% – 81,25%. IKMvariable service requirements of 83.4% and highly to satisfy low-income communities. Thirteen satisfying variables Community. Obtainedik M variable certainty of service schedule amounting to 51.6% were categorized as unsatisfactory due to the 43.76% interval –62,50%
ANALISIS FAKTOR – FAKTOR YANG MEMPENGARUHI KONSUMSI MASYARAKAT DI KECAMATAN ENDE TENGAH KABUPATEN ENDE
Consumption is the total expenditure to obtain goods and services in an economy within a certain period. Consumption expenditure is a major component of Gross National Product, therefore the main attention needs to be paid attention to and focused on the analysis of the factors that determine consumption expenditure. This study aims to analyze the effect of income levels, interest rates and inflation. This study uses multiple linear regression analysis tools. The results of the multiple regression research show that there is an influence of the income level, interest rate and inflation variables on the consumption level in Ende Tengah District, Ende Regency. The results of the t test showed that the variable value of the income level was -0.840 and the significance was 0.555, the variable value of the interest rate was -0.649 and significant 0.633 and the inflation variable value was 1.066 and significant 0.480. The results of the F test were obtained at 0.794 and 0.657 significant. The t-test result of inflation has a significant effect on the level of consumption and the contribution of the independent variable to the dependent variable (Y) is 70.4%. The suggestion that the government of Ende Regency can take is to pay more attention to the level of income because the income set by the government also affects the level of consumption. For this reason, the income determination policy must be carried out and the income level increased according to the needs of life
PENGEMBANGAN GAME EDUKASI BERBASIS E-LEARNING PADA MUATAN IPA MATERI EKOSISTEM KELAS V SEKOLAH DASAR
Penelitian ini bertujuan untuk menghasilkan produk berupa game edukasi berbasis e-learning yang berisi konten IPA dalam materi ekosistem untuk kelas V Sekolah Dasar. Pengembangan game edukasi berbasis e-learning ini menggunakan metode Research and Development. Model pengembangan yang digunakan adalah model ADDIE dengan rincian sebagai berikut: (1) Analisis; (2) Desain; (3) Pengembangan; (4) Implementasi; dan (5) Evaluasi. Subjek penelitian meliputi dua validator yaitu ahli materi dan ahli media, serta peserta didik kelas V sekolah dasar yang berjumlah 3 orang untuk evaluasi perorangan dan 6 orang untuk evaluasi kelompok kecil. Hasil penelitian menunjukkan kelayakan game edukasi berbasis e-learning dengan persentase 90% dari ahli materi dan 80% dari ahli media dalam kategori “sangat baik”. Hasil uji coba peserta didik memperoleh persentase rata-rata 98% dalam kategori “sangat baik”. Sehingga dapat disimpulkan bahwa game edukasi berbasis e-learning sangat cocok digunakan pada muatan IPA materi ekosistem untuk kelas V Sekolah Dasar.
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