Journal Universitas Pasundan
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PENGARUH METODE PEMBELAJARAN BERBASIS PROYEK DALAM PEMBUATAN PUPUK ORGANIK CAIR TERHADAP PENINGKATAN PROBLEM SOLVING SISWA SMP
Critical thinking skills and project-based learning are implemented during the
learning process in reality in students are still very low, this can be seen from student
learning outcomes. This study aims to determine the effect of project-based learning
methods in making liquid organic fertilizer on improving problem solving in junior
high school students. This study uses a quantitative method with a one sample
pretest and posttest design. The sample in this study were grade VII students of
SMPN 1 Aesesa Selatan. The study was conducted during June 2025. The research
instrument used was a problem-solving ability question. The results showed that the
project-based learning model had a positive effect on problem solving
EKSPLORASI PENGALAMAN PENGGUNAAN MEDIA AUGMENTED REALITY (AR) BERBASIS SMARTPHONE DALAM MENINGKATKAN KREATIVITAS SISWA SMA PADA MATA PELAJARAN PENDIDIKAN JASMANI DAN OLAHRAGA DI SMAN 9 KABUPATEN JENEPONTO
Smartphone-based Augmented Reality (AR) media is a technology that combines
the real and virtual worlds interactively to support the learning process. This study
aims to explore students' experiences in using smartphone-based AR media in
Physical Education, Sports, and Health (PJOK) learning, and its impact on
increasing student creativity at SMAN 9 Jeneponto Regency. This study uses a
descriptive qualitative approach with a phenomenological method. Data collection
techniques are carried out through observation, in-depth interviews, and
documentation. The selection of informants was carried out purposively, namely
by selecting grade X students at SMAN 9 Jeneponto Regency who were
considered to have relevant experience and understanding related to the use of
smartphone-based Augmented Reality media in learning. The results of the study
showed that the use of Augmented Reality (AR) media provides a more
interesting, interactive, and enjoyable learning experience for students. This media
is also able to encourage students to think more creatively in understanding and
practicing sports learning materials. However, there are several technical
obstacles faced, such as limited access to applications and unstable network
connections. However, overall, AR media has significant potential in improving the
quality of PJOK learning, especially in terms of active involvement and
development of student creativity
PENGARUH MODEL DIRECT INSTRUCTION BERBASIS PERMAINAN TERHADAP KETERAMPILAN DRIBBLING SEPAKBOLA SISWA KELAS VII SMP NEGERI 2 KOTA BARU
This study aims to determine the Effect of Game-Based Direct InstructionModel on Soccer Dribbling Skills of Class VII Students of SMP Negeri 2 Kota Baru.This study uses quantitative descriptive. The data collection technique uses theTest and Measurement of Sports Education and the population in this study were462 students with a sample size of 42 students, while the sampling technique usedwas simple random sampling. Data analysis using paired t sample statistics withSPSS Version 25. The mean value obtained was -14.595, which indicates that theposttest value is higher than the pretest value. The standard deviation value is6.537, and the standard error is 1.009. So this gives an idea that both variableshave an effect, so Ho is rejected and Ha is accepted. It can be concluded Basedon the results of the study and data analysis, it can be concluded that there is asignificant influence of the Game-Based Direct Instruction Model on SoccerDribbling Skills. The results obtained on the pretest score have an average of16.79 with a standard deviation of 3.77, while the minimum pretest score is at 10and the maximum score is 25. While the posttest score with the results is aminimum of 21 points, a maximum score of 40 points, an average of 31.38, astandard deviation of 4.83 and a variance of 23.412. The t value of -14.469 atdegrees of freedom (df) 41 indicates a very significant increase statistically afterthe intervention was carried out. So the results show that there is a significantdifference. Thus the hypothesis (Ha) is accepted and (Ho) is rejected. Acceptedmeans that it provides a significant influence between the Game-Based DirectInstruction Model on Football Dribbling Skills
PENERAPAN MODEL PROBLEM BASED LEARNING BERBASIS BUDAYA MELAYU UNTUK MENINGKATKAN RESILIENSI SISWA PADA PEMBELAJARAN MATEMATIKA
This study aims to determine the application of the Malay culture-based Problem-Based Learning (PBL) model to improve student resilience in mathematics learning. The background of this study is the low level of student resilience, reflected in a lack of perseverance, low self-efficacy, and an inability to manage emotions when facing difficulties in learning mathematics. Malay culture, rich in values such as mutual cooperation, perseverance, and respect, can provide a learning context that strengthens students' affective aspects. This study used a qualitative approach to describe the learning process and changes in student attitudes/responses, while a quantitative approach was used to measure resilience improvements through a questionnaire. Data were collected through questionnaires, observations, interviews, and documentation. Quantitative data were analyzed descriptively by comparing pretest and posttest results, while qualitative data were analyzed through reduction, presentation, and conclusions. The results showed that the application of the Malay culture-based PBL model significantly improved student resilience. In addition, students became more active, confident, and able to work collaboratively in groups. Contextual learning that emphasizes local cultural values has proven effective in creating a learning environment that supports the development of character and student learning resilience
MENINGKATKAN KREATIVITAS SISWA KELAS IV SDN DAWUNG 3 JOGOROGO DENGAN MODEL PJBL (PROJECT BASED LEARNING) PADA MATERI IPAS PERUBAHAN WUJUD BENDA
This classroom action research aims to improve the creativity of fourth-gradestudents at SDN Dawung 3 Jogorogo in the IPAS subject, specifically in the topicof changes in the states of matter. The learning model used is Project BasedLearning (PjBL). This study used a qualitative approach and followed the Kemmisand McTaggart model, which includes four stages: planning, action, observation,and reflection. The subjects were 17 fourth-grade students. Data were collectedthrough observation, interviews, and documentation. The results showed that theuse of the PjBL model helped improve students’ creativity. Students became moreactive, confident, and able to express creative ideas during the learning process.The project activities helped students to be more engaged and learn in ameaningful way. Therefore, the PjBL model can be an effective alternative indeveloping students’ creativity, especially in teaching the topic of changes in thestates of matter in IPAS. The results of the study showed an increase in studentlearning outcomes from 0% completeness to 55.64 with 30% completeness incycle I, and a significant increase in cycle II with an average score of 63.88 and 70%completeness. The implementation of the PjBL model has proven effective increating an interactive, enjoyable, and competitive learning atmosphere so that itcan optimally increase student motivation and learning outcomes
PENYEDIAAN BAHAN AJAR INOVATIF HIDROKARBON BERBASIS PROBLEM BASED-LEARNING TERINTEGRASI KEARIFAN LOKAL MINYAK KARO: penelitian pendidikan kimia
The problem raised in this study is related to the way of teaching and learning in the classroom which is still teacher-oriented and the learning resources used have not connected the material with everyday life situations. This study aims to design a hydrocarbon learning module that links the local wisdom of Karo oil using the Problem Based Learning (PBL) approach. The method applied is Research and Development (R&D) with the 4D development model (Define, Design, Development, Disseminate). Evaluation of the module's feasibility was carried out by media experts, material experts, and chemistry teachers, and also through student responses. The results of the study showed that the module met the requirements for use in SMA Negeri 2 Kabanjahe, with a high average validation percentage. Student responses showed that this module was effective in increasing their interest and motivation in studying hydrocarbon material
INTERFERENSI BAHASA PAKPAK DIALEK BOANG PADA PENGGUNAAN BAHASA INDONESIA
Language interference often occurs in bilingual or multilingual communities that influence each other. Language becomes a medium of communication to achieve the conventions of a language community. Language is not merely an instrument for conveying information, but rather a system that contains certain meanings or messages. Language interference is not only negative, but also has positive nuances for the language-using community. It can facilitate interaction and communication between the sender and the recipient of the message. Viewed from the negative side, language interference makes the language community dislike the target language. This makes the Pakpak language community of the Boang Dialect in using Indonesian, more towards the lack of knowledge or understanding of Indonesian, resulting in a negative impact on the community of Indonesian. This type of research is a qualitative descriptive study with a sociolinguistic approach. This research will reveal an in-depth and clear picture of the occurrence of language errors that result in interference at the phonological, morphological, syntactic, and semantic levels in Dah Village, Rundeng District, Subulussalam City. This study shows that the interference of the Pakpak Boang dialect on the use of Indonesian in Dah Village, Subulussalam City, has a negative impact, reviewed from the aspects of the factors causing the interference, identifying the impacts caused by the interference, and solutions. This is closely related to the Pakpak Boang community's ability to speak good and correct Indonesian
PENGGUNAAN MEDIA PEMBELAJARAN BERBASIS GAME UNTUK MENINGKATKAN HASIL BELAJAR MATEMATIKA SISWA KELAS IV DI SD NEGERI 023 KUNTO DARUSSALAM
The use of game-based learning media, Wordwall, in mathematics education has a
positive impact on improving student learning outcomes. The purpose of this
research is to analyze the constraints and impacts encountered in the use of game-
based learning media to enhance the mathematics learning outcomes of fourth-
grade students at SD Negeri 023 Kunto Darussalam. The subjects of the study
consisted of 28 fourth-grade students at SD Negeri 023 Kunto Darussalam. This
research utilized the Classroom Action Research (CAR) method, collected through
observation, documentation, tests of student learning outcomes, and interviews.
The results showed that with the conventional method, only 25% of students
achieved minimum competency standards (KKM), whereas after the use of the
Wordwall game-based learning media, student learning outcomes improved by
92.86%, with very good criteria in the assessments by teachers and students. Based
on these results, it can be concluded that the advancement of technology in the
education sector improves students' ability to understand and master mathematics
independently or collaboratively
PENGARUH MODEL SCIENCE, ENVIRONMENT, TECHNOLOGY, SOCIETY TERHADAP KETERAMPILAN BERPIKIR KRITIS SISWA PADA PEMBELAJARAN IPS KELAS V SD KELURAHAN KLENDER
This study aims to examine the effect of implementing the Science, Environment, Technology, Society (SETS) learning model on critical thinking skills in social studies learning. This study is a quasi-experiment with a Pretest-Posttest Control Group Design. The population for this study was selected using cluster random sampling, namely all fifth-grade students at SDN Klender 10 Pagi, with a sample size of 50 students consisting of an experimental class and a control class. The experimental class received the SETS learning model treatment, while the control class received the STAD cooperative learning model treatment. The data collection technique used was a test in the form of 10 essay questions based on critical thinking skill indicators, with a scoring scale of 1-5 and a maximum score of 50. The test was administered twice, before the treatment (pretest) and after the treatment (posttest). Based on the results of descriptive data analysis, it was found that the average critical thinking skill score of the experimental class was 37.38, while that of the control class was 31.16. This means that social studies learning using the SETS model is better than the STAD model. Inferential analysis used a paired t-test to determine the difference between the pretest and posttest in the experimental and control classes. The calculation results showed that the t-value for the experimental class was greater than the t-value for the control class, i.e., 17.93 > 14.47. Therefore, it can be concluded that the SETS model has a more significant effect than the STAD cooperative model on critical thinking skills in social studies learning in fifth-grade elementary school
Pengaruh Keterampilan Bahasa Inggris Terhadap Kesiapan Kerja Mahasiswa D4 Manajemen Perhotelan Pada Industri Perhotelan
The purpose of this research is to explore how English language skills impact the work readiness of students. This study is classified as quantitative research. The focus is on all students from the Hospitality Management program at the State University of Padang, specifically those from the class of 2021 who have completed both their first and second internships. The research sample consists of 64 respondents. Data was collected through a questionnaire that was distributed to the participants.For data analysis, several techniques were used, including descriptive analysis of the respondents' data, descriptive analysis of the variables, and partial least squares analysis.The findings reveal that English language skills have a significant influence on work readiness, with an R-squared value of 0.632. This indicates that English language skills explain 63.2% of the variation in work readiness. The T-statistic was found to be 14.704, and the p-value was 0.000, which is below the 0.05 threshold. This allows us to accept the hypothesis that “There is a significant influence of English language skills on the work readiness of Hospitality Management students in the hospitality industry.” Furthermore, the analysis shows that English language skills have a notably positive effect on work readiness, as indicated by the Original Sample (O) value of 0.795