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    481 research outputs found

    Implementation of the Inclusion Program in the Performing Arts Class at XYZ School in Jakarta

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    Every learner matters equally despite all learning needs, and to achieve this, the implementation of inclusion is important, especially in teaching and learning. Inclusion means providing opportunities for all students with unique learning needs to learn with other students in a general educational environment. Successful inclusive education acknowledges, comprehends, and addresses student variety and variances. This present study aimed to know the implementation of inclusion programs in the Performing Arts class at XYZ School. The study involved eight Arts teachers. The research used a research design to obtain data or information through teachers’ questionnaires and open-ended questions through interviews about inclusion programs, especially in Performing Arts education. The questions were designed in a Likert Scale format. The finding showed that most teachers understand the importance of inclusion programs in teaching and learning. The result showed that 2 (25 %) teachers strongly agreed and 6 (75%) teachers agreed that the inclusion program is important to be implemented in the school. Some strategies and challenges were also shared during the interview. Hence, to complete this challenging task, teachers, parents, and schools need to collaborate to achieve common objectives. Furthermore, facilities, professional development, training, and collaboration are essential to support inclusion. The study\u27s findings, teachers, believe that inclusion programs are important, and to complete this challenging task, teachers, parents, and schools need to collaborate to achieve common objective

    The Effect of Language Literacy and Numerical Literacy on the Result of the Minimum Competency Assessment (AKM) of SMAN Ploso Jombang

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    Education is an attempt to master the knowledge from the formal or non-formal environment to create quality human resources. The results of a world assessment of education in Indonesia, according to the 2015 PISA report, is a world-class assessment program in which the academic performance of 15-year-old students shows that the development of education in Indonesia is still far behind compared to other countries in the world. Therefore the Ministry of Education and Culture has implemented a new program called the National Assessment as a substitute for the National Exam, which will be implemented in 2021. This study aims to determine the effect of language and numeracy literacy on the Minimum Competency Assessment (AKM) results. The method of collecting data in this study is through a questionnaire (questionnaire). Respondents taken in this study were 49 students of SMAN Ploso. Data analysis method using descriptive analysis. This study\u27s results indicate an influence of language and numeracy literacy on the Minimum Competency Assessment (AKM) results. This can be proven by the t-test significance value of 0.067 > 0.05. Then the magnitude of the influence can be seen from the test results of the coefficient of determination with a value of 0.662 or 66.2% so that Ho is rejected and Ha is accepted, which means that the independent variables are proven to have a significant influence on the implementation of AKM which was held at SMAN Ploso Jombang. The implications of the data analysis results on reading and numeracy literacy with a minimum competency assessment, it is necessary to improve governance of learning and infrastructure so that the quality of school education can be achieved through holistic management and learning governance. The relation between reading and numeracy literacy is how the teacher presents material, and the use of learning media is the main thing that needs improvement. Using relevant learning media is urgently needed to support students\u27 literacy skills at SMAN Ploso Jombang

    The Effect of Applying Blended Learning Using Interactive Writing on Learning Interest and Indonesian Writing Skills in Writing

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    This study deals with the effect of blended learning using interactive writing on learning to write simple Indonesian essays on interests and writing skills. This study aims to determine the influence of the application of good learning methods by teachers and students after their application in the learning process. This research method uses a quantitative research design Quasi-Experimental Design with the Nonquivalent Control Group Design type. The population in this study were all 123 class III students. The subjects in this study were students of class III D at SD Telkom Makassar. The data collection technique was filling out a student response questionnaire and written test. The data analysis technique used is quantitative data analysis techniques. The results of the analysis of the description of the interest of the experimental class (III D) students obtained by the researcher showed an increase in student interest after the application of blended learning using interactive writing in a very good category, while for the control class (III B) the results of the analysis of the description of student interest showed an increase but still in the poor category. The results of the description of the writing skills of the experimental class students showed a significant increase after the application of blended learning using interactive writing. There was no significant difference between the students\u27 writing skills in the control class at the pre-test and post-test. The results showed that it was based on multivariate and manova tests. So the application of blended learning using interactive writing affects students\u27 interest and writing skills

    Analogy-Based Selective Problem-Solving Learning on the Skill to Solve Word Problems

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    Researchers generally use SPS learning to develop creative thinking and problem-solving through analogical thinking. While the problem-solving word problems of elementary school students still need a lot of attention. This study aims to determine the application of analogy-based particular problem-solving (SPS) learning to improve students\u27 problem-solving in word problems. The research method used is a quantitative experimental approach regarding the ability to solve students\u27 math problems before and after being given treatment in the form of SPS learning. The test is given to students through a mathematical word problems solving instrument. Students\u27 problem-solving abilities are measured based on the steps of solving problems, according to Polya. The subjects of this study were fifth-grade students at SDN 188 Gresik. Data collection techniques using tests. Meanwhile, data analysis using the t-test. The results of the SPS on problem-solving skills obtained t-table > t-count, namely 4.102 > 2.0930. The results showed that analogy-based SPS learning impacted elementary school student\u27s ability to solve math problems in word problems. The results of this study imply that elementary school teachers can use analogy-based SPS in cultivating concept-oriented understanding and leading to students\u27 problem-solving abilities

    Evaluation of Accounting Learning Models: Implementation of Context, Input, Process, and Product (CIPP) Evaluation on Problem-Based Learning Models

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    Accounting is one of the fields of science that needs more to learn from the theoretical side alone, but it will be easier to understand with real bookkeeping practice. Developing accounting teaching materials is one of the efforts to improve student competence. The learning model with problem base learning is used by lecturers of accounting courses at the University of Muhammadiyah Tangerang. This study aims to evaluate how accounting learning with the PBL model. This type of research is evaluation research that uses a qualitative descriptive methodology and a CIPP assessment model. The results showed that learning Accounting courses using PBL by updating teaching materials, making teaching materials easily accessible to students. The downside of problem-based learning (PBL) is that not all accounting materials can be applied to this model. PBL teaching can increase student engagement in classroom exercise

    Development of Science Learning Media Klanimal Android-Based for Elementary School Students

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    The difficulties students face in understanding the concepts of Science are due to their abstract nature, making it difficult to retain long-term memory. The research objective is to develop an interactive Android-based media to visualize Science learning, specifically the concept of animal classification based on their types of food, to facilitate its retention in students\u27 long-term memory. The "Klanimal" media is an Android-based platform that includes content menus, learning objectives menus, animal guessing menus, and quiz menus. The research methodology employed in this study is the Research and Development (R&D) approach. The development model used is the ADDIE development model, which consists of the Analysis, Design, Development, Implementation, and Evaluation stages. Media experts and subject matter experts validated the Klanimal media. Subsequently, it was tested on 6th-grade students. The test results showed a percentage of 89.8, indicating a highly suitable category. Pretest and post-test scores improved, and the N Gain analysis indicated a value of 0.70, indicating a significant increase in understanding. The research findings suggest that the effective use of Android-based Science learning media enhances the understanding of 5th-grade students at SDN Candibinangun IV Sukorejo, specifically regarding the topic of animal classification based on their types of food

    Teacher Perceptions on the Use of the Wordwall.Net Application as an English Vocabulary Learning Media

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    This study aims to determine the teacher\u27s perception of using the Wordwall.net application as a medium for learning English vocabulary. This research is descriptive research with a quantitative approach. The research data was the teacher\u27s perception of using the Wordwall.net application as a medium for learning English vocabulary. The data source is teachers at SDN Makassar 06, East Jakarta. Data was collected using a questionnaire. The data from the questionnaire were then tabulated, analyzed, and interpreted. This study found positive perceptions from teachers towards the use of the Wordwall.net application as a medium for learning English vocabulary. This study concludes that teachers are satisfied with learning media Wordwall.net to use in teaching English vocabular

    Curriculum Management Paud in Integrated Islamic Kindergarten Fania Salsabila Barokah Jambi

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    This study aims to find out how PAUD curriculum management in Fania Salsabila Barokah Jambi integrated Islamic kindergarten means management includes planning, implementing, organizing, supervising, and evaluating early childhood education curricula and knowing what problems are encountered in planning, implementing, organizing, supervision, and evaluation of early childhood education curricula. This type of research is descriptive and qualitative to obtain information related to curriculum management. The subjects in this study were school principals and teachers. Data collection techniques are by observing, interviewing, and documenting. Curriculum management is a set of plans and learning regarding objectives, content, learning materials, and the methods used as guidelines for learning activities. The curriculum is structured to realize educational goals that must be achieved and learning experiences that students must obtain. The curriculum applied in the Fania Salsabila Barokah Integrated Islamic Kindergarten, Jambi, is the 2013 curriculum, where education manages the 2013 curriculum by prioritizing needs and achieving goals in the vision, mission, and goals national policies that have been set. Curriculum management in Fania Salsabila Barokah Integrated Islamic Kindergarten, Jambi, includes planning, implementing, organizing, supervising, and evaluating the curriculum to ensure all learning activities can be carried out correctly and achieve the expected goal

    Evaluation of Multimedia Learning to Improve the Quality of Learning Using the Context, Input, Process, and Product (CIPP) Models

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    Multimedia practicum is a learning that uses a computer to present animated navigation so that users can interact and communicate. To determine the quality of multimedia practicum, an evaluation of the learning is needed to see the effectiveness of the learning and the methods used. Using the Context, Input, Process, product evaluation (CIPP) model, Where the data collection technique uses questioner questionnaires that are distributed to students who have finished participating in multimedia practicum learning as many as 17 students,  then also using observation and documentation after the data is collected, it is then analyzed statistically using the SPSS program so that it is obtained that the multimedia practicum in the informatics department at the Payakumbuh College of Technology is relevant to the needs of students, lecturers who teach by their fields and lecturers\u27 teaching activities starting from the preparation, implementation, and closing of learning are in the sound and excellent category and the final score of multimedia practicum which gets A grade as much as 47%, B grade 47% and who gets a C grade as much as 6%. Meanwhile, those who get a D Value and a Fail Value of 0%. Based on the conclusions, it is known that the quality of learning within the scope of Context, Input, Process, and evaluation products is good so that the next multimedia practicum learning with the same method can be continued and improved so that the quality of learning remains good

    The Development of Thematic Fun Thinkers Flash Card Media in Improving Scientific Thinking Skills for Second Graders of Elementary Students

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    This research was motivated by the learning process, which still tends to use the explanation method on the material theme of the environment. The learning objectives have not been achieved optimally, affecting student learning effectiveness. One effort that can be used is by using Flash Card Fun Thinkers media. This study used a research and development (R&D) methodology. Flash Card Fun Thinkers media is based on ADDIE\u27s development steps. The population in this study were 33 Second Graders of Elementary students at SD IT Iqro Stabat. The results of the research showed; (1) the material expert validity test scored 92% and was categorized very well, (2) the media expert validity test scored 86.67%, and it was said as in excellent qualifications, (3) the second graders of Elementary teachers’ validity test score was 90%, and it was said in excellent qualifications, (4) individual trials score was of 91.11%, and it was said in excellent qualifications, Small Group trials score was of 90.13%, and it was said in excellent qualifications, Large Group trials score was 88 % and it was said in excellent qualifications. The results showed a significant difference between the learning outcomes of students taught using the thematic Flash Card Fun Thinkers learning media and the conventional learning media

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