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    344 research outputs found

    Analisis Hukuman Matilda Dalam Novel Roald Dahl Dari Perspektif Psikologis

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    Roald Dahl's novel Matilda features a child with a strong penchant for punishing adults. Using Erikson’s concept of children’s development, the present study aimed to explain why Matilda was described as a five-year-old girl to perform those punishments. Through textual analysis, the present study revealed that Matilda developed as a girl who administered punishments to adults around her as part of her development at the play age. At this age, a child learns to set specific goals and plan to achieve them. In the novel, this development is reflected in Matilda Wormwood’s goal to punish her father as described in chapters “The Hat and the Superglue,” “The Ghost,” and “The Platinum-Blonde Man.” Matilda’s punishments in this novel send a strong message to readers that parents should provide good examples and sufficient attention to their children when they start learning to set goals, especially when they are very intelligent and have strong potential like Matilda.Novel Matilda karya Roald Dahl menceritakan seorang anak dengan kecenderungan yang kuat untuk menghukum orang dewasa. Dengan menggunakan konsep Erikson tentang perkembangan anak, penelitian ini bertujuan untuk menjelaskan mengapa Matilda digambarkan sebagai gadis berusia lima tahun untuk melakukan hukuman tersebut. Melalui analisis tekstual, penelitian ini mengungkapkan bahwa Matilda berkembang sebagai seorang gadis yang memberikan hukuman kepada orang dewasa di sekitarnya sebagai bagian dari perkembangannya pada usia bermain. Pada usia ini, seorang anak belajar untuk menetapkan tujuan tertentu dan merencanakan untuk mencapainya. Dalam novel, perkembangan ini tercermin dalam tujuan Matilda Wormwood untuk menghukum ayahnya seperti yang dijelaskan dalam bab “Topi dan Lem Super,” “Hantu,” dan “Pria Pirang Platinum.” Hukuman Matilda dalam novel ini memberikan pesan yang kuat kepada pembaca bahwa orang tua harus memberikan contoh yang baik dan perhatian yang cukup kepada anak-anak mereka ketika mereka mulai belajar untuk menetapkan tujuan, terutama ketika mereka sangat cerdas dan memiliki potensi yang kuat seperti Matilda

    Peningkatan Kecerdasan Kinestetik Mahasiswa

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    This study aims to improve the kinesthetic intelligence of students of the PGSD FKIP University of Bengkulu study program through learning the Basic Concepts of Dance. The research method used is action research conducted in 2 cycles. The research subjects were 38 students of the VC semester. The data collection technique used was observation with a scale of 1-4 for 19 indicators of kinesthetic intelligence and processed by the percentage technique. Based on the results of the study, students' kinesthetic intelligence increased in each cycle. Indicators in categories 1 (poor) and 2 (adequate) decreased in each cycle and indicators in categories 3 (good) and 4 (very good) increased in each cycle. Students are enthusiastic about participating in the lecture process. Kinesthetic intelligence can increase because the exercise is carried out continuously and directed.Penelitian ini bertujuan untuk meningkatkan kecerdasan kinestetik mahasiswa program studi PGSD FKIP Universitas Bengkulu melalui pembelajaran Konsep Dasar Seni Tari. Metode penelitian yang digunakan adalah action research yang dilakukan sebanyak 2 siklus. Subyek penelitian adalah mahasiswa semester VC yang berjumlah 38 orang. Teknik pengumpulan data yang digunakan adalah observasi dengan skala 1-4 untuk 19 indikator kecerdasan kinestetik dan diolah dengan teknik persentase. Berdasarkan hasil penelitian, kecerdasan kinestetik mahasiswa meningkat pada tiap siklusnya. Indikator pada kategori 1 (kurang) dan 2 (cukup) berkurang pada tiap siklus dan indikator pada kategori 3 (baik) dan 4 (sangat baik) meningkat pada tiap siklus. Mahasiswa antusias mengikuti proses perkuliahan. Kecerdasan kinestetik dapat meningkat karena latihan dilakukan secara terus menerus dan terarah

    Teacher's Perception of the Use of the Chatgpt Application as a Learning-Supporting Media

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    Technological developments have had an impact on everyday life. This also happens in the world of education. Technology in the world of education is a means to develop learning in the classroom. One of the emerging technologies is ChatGPT(Generative Pre-Trained Transformer). Technology with artificial intelligence can respond to human-like questions. With the inclusion of this technology, this study aims to determine teachers' attitudes and perceptions about ChatGPT in learning. This is done as a first step to determine the right strategy. The research was conducted using a questionnaire distributed to teachers with the criteria of teaching in secondary schools. Data analysis using SPSS to see the value of each variable. Based on the research, it was found that teachers already know about ChatGPT and accept this technology to help work. The teacher also shows a positive and enthusiastic attitude towards the use of ChatGPT in learning. They recognize its benefits in preparing and planning lessons, developing materials, and enhancing students' insights. Even though teachers find ChatGPT helpful, they still have concerns about their trustworthiness and their ability to implement it. So there is a need for socialization to students before using ChatGPT in learning, to prepare students and strengthen the teacher's role as a facilitator. It can be concluded that ChatGPT has great potential in supporting learning, but it needs socialization, initial understanding, and strengthening of the teacher's role in implementation

    Academic Supervision To Enhance Teachers' Tpack Competence

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    The objective of this study is to investigate, elucidate, and analyze the academic oversight provided by the school principal in enhancing the proficiency of Technological Pedagogical Content Knowledge (TPACK) among teachers at SMK N 1 Karanganyar. The present study employs a qualitative study methodology utilizing a case study methodology. The data has been obtained from the paperwork provided by the statistical data informant. Various data collection procedures encompass interviews, observations, documentation, and surveys. Data analysis involves the process of reducing data, presenting data, and deriving descriptive findings. Data authenticity is achieved through the utilization of source triangulation. The research findings demonstrate the significance of TPACK competency in enhancing the overall quality of the learning process. Furthermore, the use of academic supervision has the potential to enhance the proficiency of teachers in integrating technology, pedagogy, and content knowledge (TPACK). The TPACK supervision outcomes at SMK N 1 Karanganyar, yielding an average score of 4.72, are categorized as "excellent". The primary focus of this research is to improve the educators Technological Pedagogical Content Knowledge (TPACK) by developing their proficiency in Technological Knowledge (TK), Content Knowledge (CK), Pedagogical Knowledge (PK), Pedagogical Content Knowledge (PCK), Technological Content Knowledge (TCK), and Technological Pedagogical Knowledge (TPK). The objective is to investigate how these abilities contribute to the enhancement of learning outcomes within the classroom setting.

    Designing Interactive Learning Application Using Markerless Augmented Reality on Chemical Bonds Material

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    The era of industrial revolution 4.0 has changed and affected our lives, including in education. One of the technologies that had a significant impact was the smartphone. Smartphones can be a learning media that helps students clarify concepts, create enthusiasm for learning, and provide new and interesting experiences. This research aims to design a learning application integrated with marker-less augmented reality for chemical bond materials. Chemical bonds are one of the abstract concepts in chemistry, making it challenging for students to understand. This study follows an educational design research approach using the Plomp development model. Based on preliminary research and prototype stages, the design of this learning application has successfully run well according to the plan through self-evaluation and has produced prototype II. Therefore, it is hoped that this learning media, in the form of an application, will support learning activities in schools

    Development of PBL-Based E-Modules on Work and Energy Materials Integrated with Nutrition to Improve Cognitive Learning Outcomes of Class X Students

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    Abstract, Almost one third of Indonesian adolescents aged 15-18 years old are stunted, while many also have overweight and obesity problem. Nutrition education can be done by integrating nutritional information and concepts into certain subjects, one of which is physics. Subject in physics which in line with the concept of nutrition are work and energy. In work and energy subject, it discusses the concept of the relationship between work, energy, the law of conservation of energy, the concept has strong relationship with nutrition which is a source of energy needed to do work. This research is a development research with the ADDIE model, which has 5 stages, Analyze; (2) Design; (3) Develop; (4) Implement; and (5) Evaluate [19]. The purpose of this study is "Produce feasible and effective PBL e-module learning media to improve learning outcomes and increase understanding of the importance of nutritional intake among adolescents", which can be accessed on smartphones. The e-module was tested on 36 grade X MIPA students at SMAN 30 Jakarta. The study was conducted from March to October 2022. The method used is a quasi-experimental method using a pretest-posttest control group design. The media is validated by media experts and material experts using instruments. Based on the calculation of validation of media experts and material experts on the PBL-based nutrition-integrated business and energy (E-MUEGIZ) E-module, it is included in the very valid category, meaning that the media is suitable for use. While Based on the value of N-Gain it can be said that the E-Module of effort and energy integrated nutrition (E-MUEGIZ) can increase understanding of the importance of nutrition as a source of energy. Keywords: Cognitive Learning; E-Module Development; Problem Based Learning; Effort and Energy, Nutritio

    THE EFFECT OF THE USE OF LEARNING RESOURCES AND LEARNING DISCIPLINE ON STUDENT LEARNING ACHIEVEMENT IN BLENDED LEARNING

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    This study aims to determine the effect of using learning resources and learning discipline on learning achievement in the basics of accounting 1 course in blended learning for Economics Education students at Pamulang University. This study uses a quantitative approach with associative methodology, determining the sample using a sampling technique using a saturated sample technique. Data collection was carried out by observation, interviews, distributing questionnaires and documentation. The data analysis technique used is inferential statistics through pre-requisite tests, namely the normality test, linearity test, multicollinearity test, heteroscedasticity test and autocorrelation test. As well as testing the hypothesis of simple linear regression and multiple linear regression. The results of this study can be concluded that: 1) There is a significant influence between the use of learning resources on learning achievement. 2) There is a significant influence between learning discipline on learning achievement. 3) There is a significant influence between the use of learning resources and learning discipline on learning achievement.Penelitian ini bertujuan untuk mengetahui pengaruh pemanfaatan sumber belajar dan kedisiplinan belajar terhadap prestasi belajar mata kuliah dasar-dasar akuntansi 1 dalam blended learning pada mahasiswa Pendidikan Ekonomi Universitas Pamulang. Penelitian ini menggunakan pendekatan kuantitatif dengan metodologi asosiatif, penentuan sampel menggunakan teknik sampling dengan menggunakan teknik sampel jenuh. Pengumpulan data yang dilakukan dengan observasi, wawancara, penyebaran angket dan dokumentasi. Teknik analisis data yang digunakan adalah statistika inferensial melalui uji prayarat yaitu uji normalitas, uji linieritas, uji multikolinearitas, uji heteroskedastisitas dan uji autokorelasi. Serta uji hipotesis regresi linier sederhana dan regresi linier berganda. Hasil penelitian ini dapat disimpulkan bahwa: 1) Terdapat pengaruh yang signifikan pemanfaatan sumber belajar terhadap prestasi belajar. 2) Terdapat pengaruh yang signifikan kedisiplinan belajar terhadap prestasi belajar. 3) Terdapat pengaruh yang signifikan pemanfaatan sumber belajar dan kedisiplinan belajar terhadap prestasi belajar

    PENGEMBANGAN MEDIA EDUKASI BERBASIS ANDROID UNTUK MENINGKATKAN KEMAMPUAN CALISTUNG SISWA KELAS 2 SD

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    The rapid development of the times, the flow of globalization is increasingly affecting all aspects of every aspect of human life, especially in the world of education. This is because the development of science and technology has played a very important role in the learning process of students at school. Therefore, research was conducted to answer challenges in understanding digital literacy which is still low with a focus on increasing calistung abilities. The study used the ADDIE method with descriptive-quantitative data analysis. The subject of the research trial was carried out to grade II elementary school students at SDN Cimekar and SDN Mekarwangi in Cileunyi District, Bandung Regency. Data was collected through field observation stages, written tests in the form of giving pretest & posttest questions to students and questionnaires to expert figures. In this study, it produced a percentage value of 92.86% in a very good category by media expert lecturers and a percentage value of 90% which had a good category even though revisions were delivered by material experts on the application display and material vocabulary. The pretest & posttest questions received an interpretation value of "enough" and all the questions tested were declared valid. This study uses a non-parametric statistical analysis test method. More precisely, using the Spearman rank correlation test and the Wilcoxon test which cawas processed using SPSS Version 24 software. The results showed that Android-based educational media had a positive and significant effect on increasing the ability of grade 2 calistung and the results of the pretest trial showed an average of 68.18 and test results try the posttest show an average of 80.91. So, it can be concluded that the developed media is suitable for use as an educational tool and can improve calistung abilities in students' learning competencies.Semakin pesatnya perkembangan zaman, arus globalisasi pun kian mempengaruhi segala aspek pada setiap sendi-sendi kehidupan manusia, utamanya pada dunia pendidikan. Pasalnya perkembangan IPTEK telah memiliki peran yang sangat penting terhadap proses belajar siswa di sekolah . Maka dari itu, penelitian dilakukan guna menjawab tantangan dalam pemahaman literasi digital yang masih rendah dengan fokus peningkatan kemampuan calistung. Penelitian menggunakan metode ADDIE dengan analisis data deskriptif-kuantitatif. Subjek ujicoba penelitian dilakukan kepada siswa sekolah dasar kelas II SDN Cimekar dan SDN Mekarwangi yang berada di Kecamatan Cileunyi, Kabupaten Bandung. Data dikumpulkan melalui tahap observasi lapangan, tes tulis berupa pemberian soal pretest & posttest pada siswa serta hak angket pada tokoh ahli. Pada penelitian ini menghasilkan nilai persentase 92.86%  dengan kategori yang sangat baik oleh dosen ahli media serta nilai presentase 90% yang memiliki kategori baik walau revisi disampaikan oleh ahli materi pada tampilan aplikasi dan kosakata materi. Soal pretest & posttest mendapatkan nilai interpretasi “cukup” serta semua soal yang diujikan dinyatakan valid. Penelitian ini menggunakan metode pengujian analisis statistik non-parametrik. Lebih tepatnya yakni menggunakan uji korelasi rank spearman serta uji Wilcoxon yang diolah menggunakan software SPSS Versi 24. Hasil penelitian menunjukan bahwa Media edukasi berbasis android berpengaruh positif dan signifikan terhadap peningkatan kemampuan calistung kelas 2 serta  Hasil uji coba pretest menunjukkan rata-rata 68.18 dan hasil uji coba posttest menunjukkan rata-rata 80.91. Sehingga, dapat disimpulkan bahwa media  yang dikembangan layak digunakan sebagai sarana edukasi serta dapat meningkatkan kemampuan calistung dalam kompetensi belajar para siswa

    THE ROLE OF HIGHER EDUCATION IN FOSTERING THE CREATIVITY AND INNOVATION OF STUDENTS, COLLEGE STUDENTS, AND BUSINESS ACTORS

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    Artikel ini bertujuan untuk mendeskripsikan peran Perguruan Tinggi dalam menumbuhkan kreativitas dan inovasi di kalangan siswa, mahasiswa dan pelaku usaha. Kegiatan ini menekankan nilai keunggulan karya mereka sehingga memungkinkan konsep baru dalam kerangka pembangunan yang berkelanjutan. Penelitian merupakan setting lapangan pada expo inovasi teknologi Universitas Sains Al-Qur’an tahun 2023, dengan jenis penelitian kualitatif dari data observasi dan dokumentasi. Penelitian menyimpulkan: bahwa peran Perguruan Tinggi dalam menumbuhkan kreativitas dan inovasi dapat dilakukan melalui pelibatan hasil karya siswa, mahasiswa dan pelaku usaha. Kolaboratif ini memungkinkan untuk menguntungkan berbagai pihak di dalamnya. Langkah penilaian dan pendampingan diperlukan guna mentimulasi lahirnya kreativitas baru. Perguruan tinggi dapat memfasilitasi agar puduk inovasi layak bersaing di pasaran dengan memberikan fasilitas kurasi produk dan pendampingan ijin usaha. Penelitian merekomendasi bahwa kreativitas dan inovasi, dapat diterapkan pada berbagai disiplin ilmu. Selain itu agar merancang kurikulum dalam pendidikan kreativitas, inovasi, dan kewirausahaan untuk berbagai tingkat pendidikan demi munculnya inovasi terapan menuju pembangunan berkelanjutan

    Development of KARIN (Indonesian Youth Work) Application on Student Creativity

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    This study aims to form a creative dimension in students by using the KARIN application (Indonesian Youth Work). This application is expected to be able to form a creative dimension in students. The KARIN application (Indonesian Youth Work) is an android application that functions to channel students' ideas by writing simple articles. This application has 4 screens, namely the Main Screen which contains instructions for using and starting the application. The second screen is the main screen which displays two options, namely the copyright of the work and the collection of works. The third screen, when students select copyrighted works, they will be transferred to select copyrighted works, namely students write what they want to write. The last screen contains a collection of works, students can see the results from one friend to another. This study uses the R&D method using the 4D approach which is condensed into 3D. The tests carried out in this study were media tests and application effectiveness tests. The media test gets a score of 81 with a very valid category. The effectiveness test got a score of 67.52, this value is included in the good category

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