UNY Journal Collections (Universitas Negeri Yogyakarta)
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    2796 research outputs found

    Evaluation of Islam education teachers training implementation

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    The purpose of this study is to evaluate the implementation of the Islam education teachers\u27 training in the Religion Education and Training Center in Palembang. This study is an evaluation research conducted using the Islam Education Teachers Training model, which consists of Context, Input, Process, and Product aspects. Sources of information in this study include the training organizers, Widyaiswara (civil servants assigned as instructors), and the participants of the training. Data collection was conducted using questionnaires, observation, and documentation. The data analysis technique used in this study was quantitative descriptive. The results of the study conclude that the implementation of the Islam Education teachers\u27 training program is very successful, as shown by the success indicators in terms of context, input, process, and product aspects

    Problematika guru dalam penerapan pendekatan saintifik pada pembelajaran PPKn

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    Tujuan penelitian adalah untuk mengetahui problematika yang dialami guru dan upaya yang dapat dilakukan untuk mengatasi hambatan dalam penerapan pendekatan saintifik pada pembelajaran PPKn. Penelitian ini merupakan penelitian deskriptif kualitatif. Data dikumpulkan melalui wawancara, observasi, dan dokumentasi. Keabsahan data dalam penelitian ini ditetapkan melalui teknik triangulasi. Hasil penelitian menunjukkan bahwa problematika guru dalam penerapan pendekatan saintifik, antara lain: (1) keterbatasan kompetensi guru; (2) ketimpangan sarana dan prasarana; (3) keterbatasan waktu dan biaya; (4) minimnya kreativitas dan inovasi; (5) kurangnya antusiasme, motivasi, dan rasa ingin tahu peserta didik; (6) rendahnya kemampuan berpikir kritis, menyelesaikan masalah, dan mengambil keputusan; (7) kurangnya kemampuan komunikasi dan kolaborasi; (8) rendahnya minat baca; (9) kurangnya literasi informasi; (10) rendahnya literasi teknologi informasi dan komunikasi (TIK); (11) keterbatasan pelatihan dan sosialisasi mengenai perencanaan, proses, maupun evaluasi pembelajaran. Solusi yang dilakukan guru untuk mengatasi hambatan dalam penerapan pendekatan saintifik dalam pembelajaran, antara lain: (1) mengikuti seminar, pelatihan, dan kegiatan MGMP; (2) menjalin kerjasama dengan kepala sekolah, waka kurikulum, dan rekan sejawat; serta (3) membangun hubungan kemitraan antara guru dengan wali murid. -------------------------------------------------------------------- This study aimed to reveal the problems experienced by teachers and the efforts to overcome obstacles in implementing the scientific approach toward civics and citizenship education. This study used qualitative descriptive method. Data collected through interviews, observation, and documentation. The validity of the data in this study determined through triangulation techniques. The results of the study showed that the teachers\u27 problems in applying the scientific approach included: (1) the limitations of the teachers\u27 competency; (2) inequality of facilities and infrastructure; (3) time and cost limitations; (4) lack of creativity and innovation, (5) lack of enthusiasm, motivation and curiosity of the students; (6) lack of critical thinking, problem-solving, and decision-making skills; (7) lack of communication and collaboration skills; (8) low interest in reading; (9) lack of information literacy; (10) low information and communication technology literacy (ICT); (11) limited training and socialization regarding learning planning, process and evaluation. The solutions made by the teacher to overcome the obstacles in applying the scientific approach on learning included: (1) attending seminars, training programs, and MGMP activities; (2) collaborating with the principal, the vice-principal, and colleagues, (3) and fostering collaboration between teachers and parents

    Students\u27 Learning Experiences With LMS Tes Teach In Flipped-Class Instruction

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    The purpose of this study was to identify the impact of implementing a Learning Management System (LMS) \u27TES Teach\u27 on students\u27 learning experiences in a computer-assisted language learning (CALL) course with flipped-class instruction. For the data collection procedure, an individual interview with ten undergraduate students from an Indonesian college was conducted to demonstrate the potential impacts of the LMS in students\u27 meaningful learning activities. The observation of students\u27 learning activities on the LMS was also recorded to support the interview data. The LMS was adopted to distribute and receive information, thus, the students were able to monitor learning activities, learn the contents before coming to class, evaluate learning process, and interact with others outside of class hours. The finding of this study suggests that the LMS TES Teach is recommended to be performed in teaching CALL for higher education in Indonesia. It offers students\u27 occasion to practice and enhances their listening, writing, reading and vocabulary skills in and out-of-class times. It also prepares students to get ready for classroom activities in term of conversations and speaking skills. The further use of the LMSs should become often-visited sites by students for learning activities and replaced other non-educational favorite websites. Finally, this study recommends that the Ministry of Research, Technology and Higher education or policymakers in Indonesia, including instructors, students, and community members, must be actively involved in developing, supporting, and maintaining a transformed learning culture, from being traditional to a technology-based learning environment

    Pengembangan Modul Pembelajaran Teknik Kerja Bengkel sebagai Bahan Ajar Kelas X Teknik Audio Video

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    The 2013 curriculum encourages the development of instructional media that can encourage the creation of more effective learning and support students to be creative. This research aims to determine the steps to develop a workshop technique module for learning and satisfying process for learning. This learning module is used in workshop technique, subject class X skill competency audio-video technique in SMK Muhammadiyah 3 Yogyakarta. This research using method Research and Development (R&D) version Borg and Gallyang have been simplified by Anik Ghufron with 4 steps: 1) introduction study; 2) Development; 3) experiment test; 4) disseminate. The result of the research shows from the validation material expertise has score 3,40 and claimed very satisfy, validation for media expertise has score 3,75 and claimed very satisfy. Meanwhile, the result for experiment test get score 3,20 and claimed to satisfy. Consideration from validation result and experiment test, thus learning module is developed satisfy for used on process workshop technique learnin

    Pengembangan Media Pembelajaran Berbasis Role Playing Game (RPG) Untuk Siswa Kelas X SMK Negeri 3 Yogyakarta

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    The purpose of this study is to develop a game like learning media program about resistor\u27s color code reading and simple resistor circuits made in RPG Maker MV game engine for grade X vocational school student. The developed learning media includes: learning media program, student workbook, and a complementary module book. The method of research and development is used in this study. Descriptive analysis was used on the feasibility analysis of learning media. Result of experts and users test validation stated that the developed learning media is in the feasible category based on all validated and tested aspects. First educational expert\u27s assessment shows feasibility level of 93.04% (Very Feasible). Second educational expert\u27s assessment shows feasibility level of 72.17% (Feasible). First media expert\u27s assessment shows feasibility level of 86.65% (Very Feasible). Second media expert\u27s assessment shows feasibility level of 89.29% (Very Feasible). User trial assessment shows feasibility level of 78.52% (Feasible

    Motivasi dan tanggung jawab siswa dalam pembelajaran berbasis proyek, sebuah penelitian tindakan kelas

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    Perkembangan teknologi di era revolusi industri 4.0 memberikan tantangan kepada siswa agar mampu menghadapi berbagai macam situasi. Siswa sebagai generasi muda yang akan hidup di era tersebut harus memiliki motivasi belajar dan rasa tanggung jawab yang tinggi. Motivasi siswa akan muncul ketika mereka dihadapkan pada tugas proyek yang harus diselesaikan dalam waktu tertentu, sama halnya dengan rasa tanggung jawab mereka. Oleh karena itu penelitian ini bertujuan untuk mendiskripsikan bagaimana pembelajaran berbasis proyek dapat meningkatkan motivasi dan rasa tanggung jawab siswa. Penelitian deskriptif kualitatif ini menggunakan 34 siswa Sekolah Menengah Atas (SMA) sebagai subjek penelitian. Motivasi dan rasa tanggung jawab siswa diukur dengan menggunakan lembar observasi dan kuesioner. Hasil penelitian menunjukkan bahwa ada peningkatan motivasi dan rasa tanggung jawab siswa setelah implementasi pembelajaran berbasis proyek. Students\u27 motivation and responsibility in project-based learning, a classroom action research Abstract Technological developments in the industrial revolution era 4.0 provide a challenge for students to be able to face a variety of situations. Student, as gold generation, must have the motivation to learn and a high sense of responsibility. Motivation of students will emerge when they are faced with project tasks that must be completed in a certain time, as well as their sense of responsibility. Therefore this study aims to describe how project-based learning can improve students\u27 motivation and sense of responsibility. This qualitative descriptive study uses 34 senior high school students as the research subjects. Motivation and students\u27 responsibility is measured using an observation sheet and questionnaire. The results showed that there was an improvement in students\u27 motivation and sense of responsibility after the implementation of project-based learning

    Designing and quality testing of Digichip virtual simulation software of Android platform for mobile-virtual learning supporting vocational mechatronics engineering

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    Technology enhancement in any life aspects is undeniably crucial to face the globalization era. A strategic approach to touch any life aspect is gained through education. Supporting this educational long-term goal, this study aims to: (1) produce learning media in the form of a virtual-learning simulation software, which is capable of operation on mobile devices to facilitate mobile, portable, effective, economical, and operationally-safe learning; (2) test the developed software quality in terms of the functional aspects of suitability, maintainability, portability, and usability (ISO/IEC 25010). The subjects of this Research and Development (R&D) study were class XI students of Mechatronics Engineering at SMTI Yogyakarta. The process of designing and testing software uses the V-model type Software Development Life Cycle (SDLC). Unit testing was done through the white-box technique with the base-path test, flowgraph, and independent path. The testing for integration, system, and acceptance used Black-box techniques. The study shows that: (1) V-models were used to design the DigiChip virtual simulation software to support virtual learning and mobile learning through the software development stage; (2) The software quality testing based on ISO/IEC 25010 shows that in the functional aspects suitability, all features function properly (very decent), its maintainability is of MI 84 (easy maintenance), it gains 100% portability, or can be operated on all Android OS kernels (very feasible), and its usability is 86.18% (very feasible) with Cronbach\u27s Alpha 0.841 (good). Ninety percent of media experts and 100% of material experts consider that the developed software is very feasible

    Evaluation of the implementation of workshop and laboratory management on vocational high school

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    This research aims to reveal: the development of workshop and laboratory management implementation, also the suitability of facilities and infrastructure on Vocational High School in Banggai District, which refers to the indicator of good workshop and laboratory, according to the Directorate of Vocational Education. This research is evaluation research, which employs a goal free evaluation model and descriptive quantitative approach. The research sample involved in this study was 187 teachers and students. The data analysis technique used in this research was the average score and skewness. The result of this research shows that: (1) The workshop development is appropriate enough and good, yet it still needs further improvement with students to score at 81.19 and -0.229 also the teachers at 197.78 and -0.433. (2) The laboratory development is appropriate enough, and it still needs further improvement with students to score at 96.64 and 0.393, also the teachers at 209.03 and 0.36. (3) The suitability of the workshop\u27s facilities and infrastructure is appropriate enough, and it still needs further improvement with the score at 250.205 and 0.549, and also the laboratory is appropriate enough and good, yet it still needs further improvement with the score at 252.80 and -1.694

    Developing mobile-based project-based learning module for project management courses in vocational education

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    The purposes of this research were (1) to design and implement the development of mobile-based e-modules, (2) to know the students\u27 and lecturers\u27 responses toward the development of the mobile-based e-modules, and (3) to know the students\u27 learning outcomes after using the mobile-based e-modules. The research employed a Research and Development with the 4D development model. The participants of this study were 54 students and three lecturers of construction engineering education. The data on the students\u27 and lecturers\u27 responses to the development of mobile-based e-modules were obtained using the questionnaire method. The results of the study show that the design and implementation of the developed mobile-based e-modules were successful based on several tests conducted. The successfully developed e-modules can be seen from the students\u27 responses, in which 64% are included in the Very Practical category, and only 36% are in the Practical category. On the other hand, the results of the lecturers\u27 responses show a Very Practical category by the percentage of 100%. As a consequence, the students\u27 learning outcomes are declared complete at 100% and increase with a gain score of 0.44 (moderate) from 54 students in the project management course

    Soft skills profile of vocational school students in Yogyakarta City for entering the industrial world

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    This study aims to determine the profile and how much the level of soft skills of Vocational High School students in Yogyakarta City. This study is survey research. The population of this study was all students grade XI of State Vocational Schools in Yogyakarta City. The sample of this study was 990 students. The data were collected using a questionnaire. The data were then analyzed and presented in a percentage form. The results of the study present that the percentage gain shows the soft skill profile of Vocational High School students in Yogyakarta City in each aspect, namely communication/persuasion skills of 75.19%; performance management skills of 77.22%; self management skills of 70.27%; interpersonal skills of 78.68%; leadership/organizational skills of 77.85%; and cultural skills of 75.60%. Then, the level of soft skills ability of Vocational High School students in Yogyakarta City is generally categorized in medium, which is in the profile range between M-0.5SD and M + 0.5SD (M - 0.5SD \u3c x \u3c M + 0.5SD)

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