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

    Evaluation of the implementation of the Teaching Campus program in elementary school: A phenomenological approach

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    This study aims to evaluate the implementation of the teaching campus program using an evaluation model from Stufflebeam consisting of Context, Input, Process, and Product (CIPP). The research used a qualitative method with a phenomenological approach. Data were collected by interview, observation, and documentation techniques. The data validity was done by triangulation of styles and sources. Miles and Huberman\u27s techniques were used in data analysis: data collection, data reduction, data presentation, and conclusion. The informants include principals, teachers, students, and students as implementers of the Teaching Campus program. The results show that the implementation of the teaching campus program in elementary schools has been carried out properly in the aspects of CIPP and has a positive impact on the quality of education, especially on the program targets, namely numeracy, literacy, technology, and administration. The program\u27s success is inseparable from various supports such as competent human resources (students and supervisors), the openness of the head of the local education office, and the cooperative school. The inhibiting factors include a lack of socialization about the program in the school, so there is a misunderstanding in giving assignments to students. On the other hand, the Teaching Campus program often accounts for errors, so the reporting of activities is not smooth, and students are often late filling out the log book because they are busy with lectures. The organizers can consider the results of this study to improve the quality of the implementation of the teaching campus program to run optimally

    Online civic engagement: Fostering citizen engagement through social media

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    The Industrial Revolution 4.0, which makes the internet its backbone, has accelerated the process due to the Covid-19 pandemic which forced citizens to shift all their activities to the digital world, including the involvement of citizens in responding to public discourse. Citizens\u27 public discourses that previously took place in real public spaces have now shifted to digital spaces, one of which is social media. To bridge these changes, a conceptualization of civic engagement is needed through a digital platform. The online citizen involvement was later referred to as online civic engagement, namely civic engagement activities specifically carried out by digital citizens involving several types of digital media, one of which is social media. This literature study provides a clearer picture of the forms of community interaction through social media that go beyond what is known as slacktivism . When many democracies are faced with the problem of decreasing citizen participation in politics, social media comes with a new form of civic interaction with what is meant by online civic engagement

    The strategy of three education centers for strengthening character education in Indonesia in the era of Industrial Revolution 4.0

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    Education plays an important role in developing the character of a nation. Education is not only implemented in formal education institutions, but also in the family and amongst the community. This study aims to describe the three-center education strategy in Indonesia for strengthening character education in the era of industrial revolution 4.0, and to obtain an overview of the feasibility of infrastructure in schools that support the implementation of strengthening character education appropriately through this strategy. This research is a qualitative descriptive study conducted in three junior high schools (SMP) that were piloted for the strengthening of character education in Yogyakarta, Indonesia. The research subjects included the students, teachers, education personnel, parents of students, and community leaders. Data collection used interviews, observations, documentation, and a focus group discussion (FGD). Data analysis was performed with the interactive technique of the Miles and Huberman model. The results showed that the strengthening of character education in schools in the era of industrial revolution 4.0 is carried out well through the strategy of three education centers. Three state junior high schools in Bantul, Yogyakarta, namely SMPN 1 Bantul, SMPN 1 Sewon, and SMPN 1 Pandak, have implemented character strengthening for students using the strategy of three education centers appropriately. In general, the support for the facilities and infrastructure for the strengthening character education programs is sufficient, allowing the character education strengthening program to run well

    The implementation of multiculturalism learning model based on local wisdom in civic education

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    Implementing civic education learning in senior high schools has not improved students\u27 quality as good citizens with the right civic skills. Therefore, the purpose of this study is to analyze the implementation of the multiculturalism learning model based on local wisdom in the subject of civic education. The learning model is used to instill the values of cultural diversity in students in responding to demographic changes. This is a qualitative study with data collected through interviews involving ten students and four civic education teachers in a high school in Manado, North Sulawesi. The collected data were analyzed using thematic analysis. The results indicate the values of local wisdom used as a model for multiculturalism learning. This research has implications for the culture of cooperation among students in conducting Civics learning activities in the classroom. It can act as an alternative for Civics teachers to develop the values of diligence, cooperation, and high school students\u27 responsibility

    Sustainable development goals: Recognition of Pancasila education materials in shaping student ethics in the digital era

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    Students\u27 interest in learning and teaching Pancasila Education has not yet thoroughly imbued awareness and sincerity. Students prefer to discuss the actualization and practice of the Pancasila precepts. The method used in this research is a qualitative approach with descriptive analysis and observation methods. Researchers conducted observations, interviews, and distributed google forms to find and dig the required information from students and several related lecturers. Looking at some of the responses and the obstacles felt by students in studying the philosophical and historical Pancasila, the researcher considers it essential to reconstruct the content of the Pancasila Education material in the face of the Industrial Revolution 4.0. The position and role of Pancasila ideology in the scope of Pancasila education must be strengthened and reconstructed more dynamically according to the times. The results obtained from this study show that Pancasila education materials need to be improved and adapted to the developments and guidelines of the digital era, not only centered on theories and concepts but materials are made more exciting and creative so that Pancasila ideology can survive and develop following the goals of the Sustainable Development Goals. (SDGs). So that the character, personality, and ethics of students needed in the 21st Century are fulfilled and optimized for various aspects of life

    Impact of e-sport games on the character building and sports culture

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    E-Sport games are examples of a game that is played without engaging in any physical activity. The objective of the research is to determine the impact of e-Sport games on character building and sports culture. This research utilized mixed methods. The researchers were using questionnaires to collect the quantitative data and they used qualitative data triangulation to collect the qualitative data. The students and lecturers of the Faculty of Sports Science, Yogyakarta State University comprised the research population. The convenience sampling technique was used to select the 35 students, while the lecturers and trainers used the purposive sampling with a total of 5 people. The quantitative research instrument consisted of a modified Likert scale questionnaire and the qualitative research instrument consisted of the researcher himself assisted by a list of themes. The researchers used Miles and Huberman\u27s quantitative data analysis techniques with descriptive percentage and qualitative analysis techniques for the data analysis. The findings of the research on e-Sport games have an impact on the formation of positive and negative characters. The impact of positive characters includes honesty, responsibility, cooperation, and courtesy and the impact of negative characters is depression, stress, and anxiety. While the influence of e-Sport games in sports culture includes hard work, discipline, respect, and competition. The positive impact of e-Sport games is in the very good category, with the highest factor being honesty (100%). The negative impact is in the moderate category, with the highest factor being depression (52.5%). While the e-Sport game on sports culture is in the very good category, with the highest influence is on hard work (95%). This research can be concluded that e-Sport games have a very good impact on character building and sports culture

    The effect of maritime English vocabulary for beginners module on the vocabulary learning outcomes

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    This research started from the problem of the current Covid-19 pandemic condition and situation, which makes cadets have to study online and most by themselves. In addition, it is based on the fact that there has been no specific module discussing basic terms or maritime English vocabulary specifically for each department. The purpose of this study is to reveal whether there is an effect of using the maritime English vocabulary for beginners module on the vocabulary learning outcomes and how effective the use of the module is for cadets of Batch V Nautical Department, Shipping Polytechnic, West Sumatra. This type of research is experimental with the one-group pre-test and post-test design (pre-experimental design). This research was carried out in all classes of the nautical department Batch V, which consisted of 3 categories; Nautical A, Nautical B, and Nautical C. The sample used purposive sampling in this research, so the writer only took cadets in nautical majors, with a total sample of 60 persons. Based on the results, it was found that there was an effect of using the maritime English vocabulary for beginners module on the learning outcomes of maritime English vocabulary for Nautical Department cadets Batch V. Furthermore, from the results of questionnaire data processing, it can be concluded that the use of maritime English vocabulary for beginners module in maritime English vocabulary learning is effective for Nautical Department cadets Batch V in West Sumatra Merchant Marine Polytechnic in 2021

    Internal factors that are influencing in determining the selction of expertise programs in vocational high school

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    This study aims to examine the effect of students\u27 internal factors (information literacy, self-understanding, and attitude) on their decision to enroll in a vocational high school mechanical engineering program. It is ex-post facto correlation research using a sample of 300 out of 1,086 students. The sample was established using the proportional random sampling technique using the Krejcie and Morgan formula. The data were collected using questionnaires, observation sheets, and documents. The findings reveal that (1) there is a significant and positive correlation between the internal factors and the student\u27s decision to enroll in the mechanical engineering program of vocational high school (VHS); (2) all internal factors have a significant effect on both directly and indirectly on the student\u27s preference for mechanical engineering program of VHS

    Students e-learning readiness towards education 4.0: Instrument development and validation

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    One of the characteristics of Education 4.0, which is a response to the demands of Industry 4.0, is the use of adaptive and artificial intelligence technologies in online education. In relation to e-learning preparedness, many researchers have conducted studies. But in Education 4.0, the teaching and learning processes\u27 peculiarities were not considered. Therefore, this study aims to develop and validate an instrument for assessing the e-learning readiness of students toward Education 4.0. There were 126 undergraduate students participated in this study. The respondents were asked to fill out the online-based questionnaire voluntarily. The data obtained were then statistically analyzed using the Pearson product-moment correlation test to measure the instrument\u27s validity. The validity test showed that all items on the questionnaire are considerably valid at a significance level of 0.01. Meanwhile, the instrument reliability was measured through Cronbach\u27s alpha score. The reliability test confirmed that six aspects out of seven of the instrument are categorized as high reliability (flexibility, learning preferences, project-based learning, data interpretation, improving curriculum, and self-directedness). One aspect (field experience) showed a moderate level of reliability. The study\u27s findings confirmed that the questionnaire developed is valid and reliable for collecting data concerning the students\u27 e-learning readiness toward Education 4.0

    Blended learning model in Seafarers Training Program for level II technical expert based on the needs of the shipping industry

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    Nowadays, the Level II Technical Expert Seafarers\u27 Training Program learning is conventional. This is burdensome for students due to the increased cost of living for students and needs to be revised. The coronavirus pandemic also limits direct learning. This article discusses the blended learning model for Seafarers Training Program for Level II Technical Experts. This research uses mixed methods. Quantitative methods are used to determine student responses to learning conditions. Student response data was taken using a questionnaire filled in by 41 students. Qualitative methods are used in finding the Blended Learning Model in the Level II Technical Seafarers Training Program Based on the needs of the Shipping Industry. In preparing the data model, the literature review includes blended learning, e-modules, and problem-based learning. The learning model is based on a literature review using the principles of education management. The descriptive analysis describes the model findings of Blended learning at Level II Technical Seafarers\u27 Training. The findings in this article are that The MixPAM (Mixture Blended Problem-based And e-Module) model is a mixture of blended learning and problem-based learning e-module. The results show that the MixPAM model is hypothetically effective and efficient in improving student skills according to industry needs. Professional skills include ship engine repair maintenance (according to industry requirements), ship electrical, control, and ship management systems. Interpersonal skills include communication, teamwork, responsibility, and critical thinking

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