Jurnal Mahasiswa IKIP Siliwangi
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MOTIVASI BERPRESTASI MAHASISWA DIVORCE FAMILY
Urgensi penelitian ini ialah untuk memberikan motivasi dan strategi bagi anak divorce family agar mampu untuk bangkit dan memperoleh prestasi akademik. Tujuan dari penelitian ini yaitu; 1). Mendeskripsikan bagaimana motivasi anak divorce family dalam belajar, 2). Menggambarkan bagaimana keadaan lingkungan yang mendukung anak divorce family untuk berprestasi, 3). Mendeskripsikan pola asuh yang diterima oleh anak divorce family yang berprestasi. Jenis penelitian ini menerapkan metode kualitatif dengan pendekatan fenomenologi. Data-data diperoleh dari hasil observasi, wawancara, hasil pemotretan, penggalan dokumen tertulis, catatan lapangan yang dibuat peneliti dalam bentuk narasi. Hasil dan pembahasan penelitian ini yaitu motivasi berprestasi anak divorce family disebabkan oleh beberapa faktor yaitu parenting positif yang diperoleh dari orang tua yang mengasuh dan mendidiknya, pandai dalam memilih lingkungan pertemanan yang saling mendukung, tekat yang kuat untuk mengubah nasib diri dan keluarga, keinginan yang besar dari dalam diri untuk membahagiakan keluarga. Dapat disimpulkan bahwa tidak semua anak divorce family yang memiliki sikap negatif dan terjerumus pada hal-hal yang buruk. Terbukti ada juga yang berhasil dan berprestasi
Analisis implementasi hidden curriculum dalam pembentukan karakter peserta didik (studi kasus SDN 3 Sukasari)
Abstrak
Education aims to develop the character of students to become better individuals. However, in fact the very rapid development of technology has an impact on various aspects such as the character crisis that occurs in the world of education which is increasingly complex, namely the occurrence of violence, bullying and so on which tarnish the word of education. This research was conducted at SDn 3 Sukasari. the aim of this research is to analyze the implementation of the hidden curriculum as a school characteristic and its impact on student character, especially religious character and responsibility. The research method is a descriptive qualitative approach with analytical techniques and case study methods. Data collection in this research used observation, documentation and interview methods. Base on the research results found, it shows that the implementation of the hidden curriculum at SDN 3 Sukasari has 3 organizztional variables, social system variables, cultural system variables. The hidden curriculum at SDN 3 Sukasari is running well, this has an impact on the formation of students’ character. Many of these characters are formed from habituation activies such as activities as midday prayers, midday prayers in congregation, reading short letters from the al-quran, celebrating Islamic holidays, and other activities that shape students’ character. Religious character is shown by students’ obedience to always carry out the commands of Allah SWT. The character of student responsibility is shown by the student;s responsibility to carry out the activities and tasks given.
Keywords: Hiden Curriculum, Implementation, Character
Abstrak
Pendidikan bertujuan untuk mengembangkan karakter peserta didik agar menjadi individu yang lebih baik. Namun nyatanya perkembanagan teknologi yang sangat cepat membawa dampak terhadap berbagai aspek seperti krisis karakter yang terjadi di dunia pendidikan semakin kompleks yaitu terjadinya kekerasan, bullying dan lain-lain yang mencoreng dunia pendidikan. Penelitian ini dilakukan di SDN 3 Sukasari. Tujuan dari penelitian ini adalah untuk menganalisis implementasi hidden curriculum sebagai karkteristik sekolah serta dampaknya terhadap karakter siswa terutama karaker religius dan tanggung jawab. Metode penelitian yaitu pendekatan kualitatif yang bersifat deskriptif dengan teknik analisis dan metode studi kasus. Pengumpulan data dalam penelitian ini menggunakan metode observasi, dokumentasi, dan wawancara. Berdasarkan hasil penelitian yang ditemukan menunjukan bahwa Dalam pelaksanaan hidden curriculum di SDN 3 Sukasari memiliki 3 variabel organisasi, variabel sistem sosial, variabel sistem budaya. Hidden curriculum di SDN 3 Sukasari berjalan dengan baik hal ini berdampak dalam pembentukan karakter peserta didik. Karakter tersebut banyak terbentuk dari kegiatan pembiasaan seperti kegiatan seperti shalat dhuha, kultum, shalat dzhur berjamaah, membaca doa, membaca surat pendek al-quran, perayaan hari besar islam, dan kegiatan lain yang membentuk karakter siswa. Karakter religius ditunjukan dengan adanya kepatuhan siswa untuk senantiasa melaksanakan perintah Allah SWT. Karakter tanggung jawab sisiwa ditunjukan dengan adanya tanggung jawab siswa untuk menjalankan kegiatan dan tugas yang diberikan.
Kata Kunci : Hidden Curriculum, Implentasi, Karakter
 
Seni Kriya: Penggunaan Barang Bekas dalam Meningkatkan Ke-mampuan Motorik Halus Anak Usia Dini
Pendidikan Anak Usia Dini merupakan sebuah bentuk layanan pendidikan untuk anak dengan rentang usia 0-6 tahun, dimana bentuk pembelajaran yang diberikan menitikberatkan pada pemberian stimulasi agar sesuai dengan capaian perkembangan berdasarkan usianya. Melalui pembelajaran yang menarik maka aspek perkembangan yang harus distimulasi dapat tercapai diantaranya adalah motorik halus. Oleh karena itu peneliti memilih seni kriya menggunakan barang bekas sebagai bentuk media pembelajaran yang menarik dengan bahan murah dan mudah didapat di lingkungan sekitar anak, selain itu dapat mengembangan imajinasi, kreativitas serta melatih otot halus anak agar lebih terampil dan luwes. Metode penelitian yang peneliti pakai adalah deskriptif kualitatif dengan subjek penelitian terdiri dari 10 orang peserta didik kelompok B di TK Asih Putera dengan teknik pengumpulan data observasi, wawancara dan dokumentasi. Teknik analisis data yang digunakan adalah pengumpulan data, reduksi data dan display data, setelah data diperoleh kemudian diolah menggunakan tabel. Hingga diperoleh hasil penelitian bahwa seni kriya menggunakan bahan bekas dapat meningkatkan kemampuan motorik halus anak. Semula dipertemuan kesatu tidak ditemukan anak dengan capaian berkembang sesuai harapan dan berkembang sangat baik, hingga setelah pertemuan ketujuh terdapat delapan anak dengan capaian berkembang sesuai rarapan dan dua anak berkembang sangat baik.
Early childhood education is a form of educational service for children aged 0-6 years, where the form of learning provided emphasizes the provision of stimulation to suit the developmental achievements based on their age. Through interesting learning, the developmental aspects that must be stimulated can be achieved, including fine motor skills. Therefore, the researcher chose craft art using used goods as a form of interesting learning media with cheap and easily obtained materials in the child's environment, in addition to being able to develop imagination and creativity and train children's fine muscles to be more skilled and flexible. The research method used by the researcher is descriptive qualitative, with research subjects consisting of 10 students in group B at Asih Putera Kindergarten with observation, interview, and documentation data collection techniques. The data analysis techniques used are data collection, data reduction, and data display. After the data is obtained, it is then processed using a table. Until the study results were obtained, it was believed that craft art using used materials could improve children's fine motor skills. Initially, at the first meeting, no children were found with the achievement of Developing According to Expectations and Developing Very Well, until after the seventh meeting, when there were eight children with the accomplishment of developing according to Expectations and two children with developing very well.Pendidikan Anak Usia Dini merupakan sebuah bentuk layanan pendidikan untuk anak dengan rentang usia 0-6 tahun, dimana bentuk pembelajaran yang diberikan menitikberatkan pada pemberian stimulasi agar sesuai dengan capaian perkembangan berdasarkan usianya. Melalui pembelajaran yang menarik maka aspek perkembangan yang harus distimulasi dapat tercapai diantaranya adalah motorik halus. Oleh karena itu peneliti memilih seni kriya menggunakan barang bekas sebagai bentuk media pembelajaran yang menarik dengan bahan murah dan mudah didapat di lingkungan sekitar anak, selain itu dapat mengembangan imajinasi , kreativitas serta melatih otot halus anak agar lebih terampil dan luwes. Metode penelitian yang peneliti pakai adalah deskriptif kualitatif dengan subjek penelitian terdiri dari 10 orang peserta didik kelompok B di TK Asih Putera dengan teknik pengumpulan data observasi, wawancara dan dokumentasi. Teknik analisis data yang digunakan adalah pengumpulan data, reduksi data dan display data, setelah data diperoleh kemudian diolah menggunakan tabel. Hingga diperoleh hasil penelitian bahwa seni kriya menggunakan bahan bekas dapat meningkatkan kemampuan motorik halus anak . Semula dipertemuan kesatu tidak ditemukan anak dengan capaian Bekembang Sesuai Harapan dan Berkembang Sangat Baik, hingga setelah pertemuan ketujuh terdapat 8 anak dengan capaian Berkembang Sesuai Harapan dan 2 anak Berkembang Sangat Baik
Lagu Wajib Nasional: Upaya untuk Meningkatkan Karakter Pelajar Pancasila Cinta Tanah Air melalui Metode Demonstrasi
Saat ini anak sangat dipengaruhi oleh media sosial yang berdampak kurang baik terhadap mereka. Banyaknya lagu yang tidak sesuai dengan usianya, sering dinyanyikan. Oleh karena itu, pengarahan dari lingkungan sekitar sangat diperlukan. Lagu nasional bisa dijadikan sebagai pengganti lagu yang sering dinyanyikan, serta dapat menanamkan cinta tanah air pada anak. Rasa cinta tanah air sudah seharusnya dimiliki oleh setiap orang. Rasa cinta tanah air tidak tumbuh begitu saja, sehingga sejak usia dini anak sepantasnya sudah diberikan stimulasi. Penelitian ini bertujuan untuk meningkatkan karakter pelajar Pancasila cinta tanah air menggunakan lagu wajib nasional. Metode penelitian yang digunakan pada penelitian ini adalah penelitian tindakan kelas yang dilakukan dengan 2 siklus, pada 1 siklus terdapat 3 pertemuan. Subjek penelitian ini adalah anak kelompok B (usia 5-6) tahun yang berjumlah 25 anak di RA (Raudhatul Athfal) Al-Mudhiyah. Teknik pengumpulan data pada penelitian ini menggunakan observasi dan dianalisis menggunakan deskriptif kuantitatif dalam bentuk persentase. Hasil dari penelitian ini adalah meningkatnya karakter pelajar Pancasila cinta tanah air pada anak dengan kategori nilai paling baik yaitu berkembang sangat baik (BSB). Pada setiap pertemuan anak dengan kategori nilai berkembang sangat baik (BSB) selalu meningkat dan pada akhir pertemuan siklus kedua terdapat peningkatan sebesar 58,6%.Media sosial memiliki dampak negatif kepada anak usia dini. Salah satunya yaitu lagu yang diperdengarkan tidak sesuai dengan usia anak. Hal ini menyebabkan anak sering menyanyikan lagu tersebut. Oleh karena itu, pengarahan dari orang terdekat sangat diperlukan. Orang-orang terdekat bisa mengganti lagu yang tidak sesuai dengan usia anak dengan lagu nasional. Pemilihan lagu nasional ini selain sesuai dengan usia anak serta dapat menanamkan rasa cinta tanah air pada anak. Setelah peneliti melakukan observasi di RA (Raudhatul Athfal) Al-Mudhiyah sebagian besar dari peserta didik disana sering menyanyikan lagu yang tidak sesuai dengan usianya. Oleh karena itu penelitian ini bertujuan untuk meningkatkan karakter pelajar Pancasila cinta tanah air menggunakan lagu wajib nasional melalui metode demontrasi. Penelitian ini menggunakan metode penelitian tindakan kelas dalam 2 siklus, setiap siklus terdapat tiga pertemuan. Subjeknya adalah 25 anak kelompok B di RA Al-Mudhiyah. Data dikumpulkan menggunakan observasi kemudian dianalisis dalam bentuk persentase. Penelitian ini dapat meningkatkan karakter pelajar Pancasila cinta tanah air pada anak dengan kategori nilai berkembang sangat baik. Pada kondisi prasiklus belum terdapat anak dengan kategori nilai berkembang sangat baik, siklus pertama meningkat menjadi 14,7% dan pada siklus II menjadi 73,3%.
Social media hurts early childhood. One of them is the songs that are played that are not appropriate for the child's age. This causes children to often sing the song. Therefore, direction from the closest person is essential. The closest people can replace songs that are not appropriate for the child's age with national songs. The selection of this national song is not only appropriate for the child's age but can also instill a sense of love for the country in children. After the researcher conducted observations at Raudhatul Athfal Al-Mudhiyah, most of the students there often sang songs that were not appropriate for their age. Therefore, this study aims to improve the character of Pancasila students who love the country using national compulsory songs through the demonstration method. This study uses a classroom action research method in 2 cycles; each cycle has 3 meetings. The subjects were 25 children in group B at RA Al-Mudhiyah. Data was collected using observation and then analyzed in the form of a percentage. This study can improve the character of Pancasila students who love the country in children with a very well-developed value category (BSB). In the pre-cycle conditions, there were no children with very good development value categories; in the first cycle, it increased to 14.7%, and in cycle 2, it became 73.3%
EFEKTIVITAS PENGGUNAAN MODEL COOPERATIVE LEARNING TIPE GROUP INVESTIGATION TERHADAP PEMBELAJARAN MENULIS TEKS NEGOSIASI SISWA KELAS X DI SMAN 1 CISARUA
Writing is a skill that students must master, one of which is writing negotiation texts. This research aims to help students learn to write negotiation texts using the Group Investigation type Cooperative Learning model and determine the effectiveness of its use in learning to write negotiation texts. The research was conducted at SMAN 1 Cisarua in class X with 30 students. This research is a quantitative type with a Pre-Experimental method in the form of One Group Pretest-Posttest. This is to obtain data on descriptive test results (pretest and posttest) which will be explained descriptively. The data was tested using the Wilcoxon Test and N-Gain Test used with SPSS vers 22 and Microsoft Excel. Results say that obtained there is an influence of using the Group Investigation type Cooperative Learning model in learning to write negotiation texts. With an increase of 0.55 at the medium level and an effectiveness result of 55.8% at the effective level
The Effectiveness of Scratch Assisted Game-Based Discovery Learning to Improve Students’ Mathematical Problem-Solving Ability
The low mathematical problem-solving ability of students in algebraic form served as the background for this research. The objectives were to describe the effectiveness of a game-based discovery learning model using the Scratch application in enhancing students' mathematical problem-solving abilities and to analyze students' challenges in implementing learning through game-based discovery learning using the Scratch application in algebraic form. The research employed a mixed methods approach with an explanatory design and a single-group pretest-posttest design. The subjects consisted of 32 Grade VII-A students from SMP Negeri 1 Batujajar. Instruments used included test questions and student response questionnaires. Data analysis techniques included prerequisite analysis and hypothesis testing. The results showed that the game-based discovery learning model using the Scratch application was effective in improving students' mathematical problem-solving abilities, with a percentage of 62.69%. This was proved through the average n-gain obtained by students, which was 0.64, and the results of the one-sample t-test on N-Gain showed a significant value at (2-tailed) = 0.000. These test results indicate that students' mathematical problem-solving abilities were in the moderate category, indicating a difference in the mean N-Gain of students' mathematical problem-solving abilities using game-based discovery learning through the Scratch application. Several challenges were identified that students faced during learning using game-based discovery learning through the Scratch application, including understanding the material, using the Scratch application itself, and fostering student cooperation throughout the learning process
The Development of Learning Media on Building Three-Dimensional Shape using E-Comic
The importance of the teacher's role in increasing students' interest and motivation in learning mathematics is that one of the steps taken is using interactive learning media in the form of E-Comic supported by the RME (Realistic Mathematics Education) learning approach. Using E-Comic in mathematics lessons can summarize the material and present it interestingly. This study aims to describe the development of learning media using E-Comic, students' responses to E-Comic on cylindrical geometry material, and the process of developing E-Comic. This study is an RnD (research and development) study using the ADDIE model with four stages, namely analysis, design, development, and implementation. The subjects of this study were 30 junior high school students and 3 validators as media experts and material experts. The object of this study is the learning media for cylindrical geometry using E-Comic with the RME approach with the help of the Canva application. The data collection tools used were validation sheets and student response questionnaires. The response questionnaire was closed and contained eight questions. The results of this study indicate an average validation of the E-Comic media of 80% with a very valid category. At the same time, the average student response results were 87% with a very practical category. From the results obtained, the E-Comic learning media with the RME approach is very valid and practical to use in the learning process and can increase students' interest and motivation to learn about the material on cylindrical spatial structures
The Development of Animated Video Learning Media Using Animaker to Improve Students' Critical Thinking Skills
Along with the development of Information and Communication Technology, learning media is now increasingly diverse. Teachers must be smart in choosing the right media so that it can facilitate students in understanding the material presented. The purpose of this research is to develop animated video learning media using animaker that is feasible and practical to use in learning mathematics in the classroom. The research method used is the Research and Development (R&D) method. The research model uses the ADDIE model which consists of five stages, namely Analysis, Design, Development, Implementation, and Evaluation. The research subjects in the small-scale trial were 8 students of class XI MAN Kota Cimahi and in the large-scale trial were 24 students of class XII MA Misbahunnur. The data collection technique was carried out by distributing response questionnaires to students to see the average using Microsoft Excel. From the results of product research, the feasibility of the products developed in the small-scale trial was 75%. While in the large-scale trial of 93% so that it is included in the criteria is very feasible. The practicality results of the small and large trials obtained 87% which showed very practical criteria. For a significance value of 0.0005 <0.05, the critical thinking ability whose learning uses animated video learning media using animaker with a scientific approach is better than ordinary learning. Thus, animated video learning media using animaker on statistics material is feasible and practical to use as a medium for learning mathematics
The Improvement of Students’ Adaptive Reasoning through Connected Mathematics Project Model on Vocational High School PP Kutacane
The development of students' adaptive reasoning is a critical aspect of mathematics education, especially in preparing students to solve complex, real-world problems. The purpose of this study is to explore the effectiveness of the Connected Mathematics Project (CMP) model in improving the adaptive reasoning of Class X students at SMK PP Negeri Kutacane. This study used a classroom action research approach, conducted over two cycles, each consisting of three meetings (6x45 minutes). Each cycle included four stages: planning, action, observation, and reflection. In Cycle I, the CMP model was implemented, and students worked on problems that encouraged adaptive reasoning. Cycle II followed the same structure, with continued use of the CMP model and a focus on evaluating student progress. The results showed a significant improvement in student learning outcomes, with the class average increasing from 53.71 in the pre-cycle to 61.38 in Cycle I and 84.19 in Cycle II. The percentage of learning completeness also improved, from 9% in the pre-cycle to 47.61% in Cycle I and 83.33% in Cycle II. This indicates that the CMP model effectively enhanced students' adaptive reasoning. The study concludes that the CMP model is a promising method for improving students' mathematical reasoning and learning outcomes, but further research is needed to explore its broader applications in other educational contexts
How Discovery Learning Affect Students’ Numeracy? A Case on Statistics Material
The numeracy skills of students in Indonesia are an important focus, as reflected in the 2022 PISA results. Numeracy skills are a crucial part of the global curriculum, which aims to help learners develop the ability to think logically and understand data, graphs, and mathematical information increasingly relevant in modern life. This study was conducted to examine the impact of the discovery learning approach on students’ numeracy skills, specifically within the context of learning statistical concepts. This research is quantitative research. With a non-equivalent control group and a posttest, this study employed a quasi-experimental design. The experimental class and the control class were conducted in classes X-5 and X-6 at one of the Jakartan high schools utilizing the researchers' sampling technique, purposive sampling. A written test with five questions is used as the data collecting tool in this study to get information on numeracy abilities. The result of this study used logit data processing show that discovery learning. Based on the results of logit data processing which shows that the average value of the experimental class (0.4039) is greater than the control class (0.0697) after treatment. T-test shows a significant difference between the experimental class and the control class with a Sig value. 0.001 <0.05. To strengthen the t-test, researchers analyzed the effect size, obtained a Cohen's d value of 0.835901 with strong criteria. it can be concluded that there is an effect of the discovery learning model through a numeracy approach on students' numeracy skills in statistics