Jurnal Visi Ilmu Pendidikan
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MODEL PEMBELAJARAN COOPERATIVE LEARNING UNTUK MENINGKATKAN MINAT DAN KREATIVITAS BELAJAR SISWA KELAS KHUSUS
Every learning process has its own challenges, one of which is due to the conditions and learning programs pursued by students. For example in the special class ASIFA foundation in collaboration with SMAN 7 Malang. There is a special class of soccer athletes studying at the school, namely in class XI IPS 6. Students in the class have programs in the field of sports that are quite high. Meanwhile, the results of observations and interviews indicate that the development of learning innovations through models and types of media is still not much developed by teachers. The impact, there are symptoms of low interest and lack of creativity in students. Therefore, researchers try to address these problems by conducting classroom action research using Jigsaw models accompanied by comic-making activities in the learning process. The results show that the level of student interest in learning and creativity has increased. In cycle one, there was an average increase of interest of 62%. Meanwhile, in the second cycle there was an increase in interest on average by 74%
KEJENUHAN, MENGASIHI DIRI, DAN GENDER DAPATKAH MEMPENGARUHI BELAJAR MANDIRI SISWA DI MASA PANDEMI COVID 19?
This study aims to find out what factors can affect students' independent learning during the covid 19 pandemic. As is known, the covid 19 pandemic has changed the learning process from conventional to online learning. This ultimately requires students to be able to learn more independently, which means students understand more problems, search for literature and solve problems independently. State Boredome, self Compassion and gender are thought to affect self directed learning students. This study uses a quantitative approach with a sample of 198 students on SMA IT in South Kalimantan. Research data was collected through google form using self directed learning scale, sstate boredome scale and self compassion scale. Data analysis using multiple regression with the results that there are effect of state boredom, self compassion and gender on self directed learning students. However, of the three research variables, it was only self compassion which significantly affected self directed learning students
PENGARUH SCRABBLE VERSUS PETUALANGAN MAHARAJA DAN MOTIVASI BELAJAR TERHADAP KEMAMPUAN MEMBACA ANAK DISLEKSIA
ABSTRAKPenelitian ini bertujuan untuk mengetahui perbedaan scrabble versus petualangan maharaja pada motivasi membaca siswa disleksia, mengetahui perbedaan motivasi tinggi dan rendah pada kemampuan membaca siswa disleksia, dan mengetahui interaksi antara permainan dan motivasi pada kemampuan membacasiswa disleksia. Metode Penelitian menggunakan eksperimen. Sampel penelitian ini sebanyak 8 siswa. Teknik pengambilan sampel menggunakan teknik purposive sampling.Teknik analisis data menggunakan Anava dua jalur dengan nilai signifikansi sebesar α = 0,05. Hasil penelitian menyimpulkan bahwa ada perbedaan scrabble versus permainan petualangan maharaja pada motivasi membaca siswa disleksia, ada perbedaan motivasi tinggi danrendah pada kemampuan membaca siswa disleksia, dan ada interaksi antara permainan dan motivasi pada kemampuan membacasiswa disleksiaAbstractThis study aims to determine the difference between scrabble versus maharaja adventure on the reading motivation of dyslexic students, knowing the difference between high and low motivation on the reading ability of dyslexic students, and knowing the interaction between play and motivation on the reading ability of dyslexic students. Research methods using experiments. The sample of this study were 8 students. The sampling technique uses purposive sampling technique. Data analysis technique used two-way Anava with a significance value of α = 0.05. The results of the study concluded that there were differences in scrabble versus maharaja adventure games on the reading motivation of dyslexic students, there were differences in high and low motivation on the reading ability of dyslexic students, and there was an interaction between games and motivation on the reading ability of dyslexic students
PENGARUH PEMBELAJARAN BERBASIS DARING TERHADAP PRESTASI MAHASISWA PRODI DIPLOMA III KEBIDANAN
Pandemic situation covid-19 that hit the world, made everyone forced to isolate themselves in the house, causing all activities to be done at home, including the teaching and learning process. Home learning activities are still carried out using online methods.The purpose of this study is to find out the influence of online-based learning on student learning achievement. The samples in this study were all students of Diploma Three Midwifery Program numbering 70 people.This research uses descriptive design with quantitative approach, data analysis used chi square. The results of the study have the effect of online-based learning on student achievement. Obtained a significance score of 0.025 smaller than 0.05 which means that online learning has an influence on student achievement (P<0.05). It is expected that parents can supervise during the implementation of learning, and it is expected that lecturers can use the right methods so that the material can be absorbed by students properly
PENDIDIKAN YANG AMAN PADA MASA PANDEMI COVID-19
Coronavirus Disease 2019 (COVID-19) pandemic hit in 2020. This pandemic was causing changes in almost all sectors in our life, including education. Most of the education carried out in Indonesia uses the direct / face-to-face/ offline method between educators and students. The spread of COVID-19 is through direct contact or contact with air or surface containing the virus. The unevenness of perceptions, examinations, and existing protocols causes fear of face-to-face education. This research is a review of articles on COVID-19, health and education protocols during the COVID-19 pandemic. Public perceptions including educators, students and families about COVID-19 must be equalized to fight the pandemic together and welcome online education which is the safest option in education during pandemic. AbstrakTahun 2020 terjadi pandemi Coronavirus Disease 2019 (COVID19). Pandemi ini menyebabkan perubahan di hampir semua bidang, termasuk pendidikan. Pendidikan yang dilakukan di Indonesia banyak yang menggunakan cara langsung/tatap muka antara pendidik dan peserta didik. Penyebaran COVID-19 adalah melalui kontak langsung atau bersentuhan dengan barang-barang yang mengandung virus. Belum meratanya persepsi, pemeriksaan, dan protokol yang ada menyebabkan ketakutan untuk melakukan pendidikan secara tatap muka. Penelitian ini merupakan telaah artikel mengenai COVID-19, protokol kesehatan dan pendidikan selama masa pandemi COVID-19. Persepsi masyarakat termasuk pendidik, peserta didik dan keluarga mengenai COVID-19 harus disamakan untuk bersama melawan pandemi dan menyambut pendidikan secara daring yang merupakan pilihan paling aman dalam pendidikan pada masa pandemi.
NARRATIVE PARAGRAPH COMPOSITION: A DESCRIPTION OF EFL LEARNERS’ PROFICIENCY IN USING PAST TENSE
It is unavoidable that writing becomes a compulsory subject in English Department as it is one of notable skills that ought to be acquired by English language learners. They are demanded to possess a better writing proficiency after taking certain writing subjects. Nonetheless, writing is perceived as the most troublesome English language learning capability since it constitutes a productive skill. To specify, expressing ideas and using grammatically correct language are considered quite challenging for students. This study, accordingly, was carried out to investigate the learners’ writing production to find out their expertise in composing a past narrative paragraph in particular. Therefore, fourteen compositions of second semester students in academic year 2018/2019 were employed in this investigation. The findings show that most of them composed narrative paragraph precisely, i.e. by applying chronological development or time order. That notwithstanding, the majority of them used verb tense incorrectly in their past narrative composition
BENEFITS OF FLASHCARD MEDIA IN SPEAKING SKILLS OF STUDENTS WITH SPECIFIC LEARNING DIFFICULTIES
Speaking skills are one of the language skills that must be mastered by students, including elementary school (SD) students. This skill must always be honed, especially by elementary school students who have specific learning difficulties, so that students can play an active role in communicating. Therefore, it is necessary to have good stimulation to improve the speaking skills of elementary school students. Flashcard media can be used as a medium to improve students' speaking skills. The method used in this research is a literature review or literature study. The results of this study indicate that the flashcard medium is practical and effective when used in learning. By utilizing Flash Card media, learning is more conducive and fun because Flashcard media can attract students' attention. Students' mastery of language develops and students' speaking skills, especially those of students with specific learning disabilities, increase. Students are easier to add and pronounce vocabulary and memorize vocabulary, which helps students recognize letters and make it easier for students to be able to tell stories according to what is in the picture, so that students' imaginations develop, helping students to learn to think critically, students' enthusiasm for learning increases, and students become more courageous
PENGEMBANGAN MEDIA PEMBELAJARAN DASAR DESAIN GRAFIS BERBASIS AUGMENTED REALITY BAGI SISWA SMK KELAS X
Pendidikan merupakan usaha nyata dan terstruktur dalam mewujudkan suasana belajar dan proses pembelajaran agar siswa mampu mengembangkan potensi yang dimikilinya. Proses pembelajaran juga memiliki peran penting agar tujuan pembelajaran dapat tercapai secara maksimal. Aspek yang mempengaruhi keberhasilan pembelajaran diantara dengan menggunakan media pembelajaran karena dapat menjadi perantara antara pendidik dan peserta didik, salah satunya dengan memanfaatkan teknologi Augmented Reality. Penelitian ini memiliki tujuan yaitu mengembangkan media pembelajaran berbasis AR untuk meningkatkan minat dan hasil belajar siswa dalam proses pembelajaran. Penelitian ini menggunakan metode Research and Development (R&D) dipadukan dengan model pengembangan produk ADDIE. Subjek uji media dilakukan terhadap siswa kelas X dengan metode SUS serta dilakukan uii coba ahli media dan ahli materi dengan pengumpulan data yang menggunakan angket. Media pembelajaran berbasis AR memperoleh hasil penilaian dari siswa dengan skor 78 dengan kriteria acceptable, sedangkan ahli media diperoleh rata-rata koefisien V sebesar 0,84 dengan hasil reliabilitas 0,880 dan dinyatakan reliabilitas kuat.. Ahli materi diperoleh rata-rata koefisien sebesar 0,94 dan hasil reliabilitas dengan nilai 0,815 dengan kriteria reliabilitas kuat. Sehingga dinyatakan media pembelajaran Dasar Desain Grafis berbasis Augmented Reality layak diimplementasikan untuk siswa
PERMAINAN TRADISIONAL BAGI ANAK USIA DINI DI KALIMANTAN BARAT
Wealth owned by the people of West Kalimantan (Kalbar) is a potential that needs to be maintained and developed, one of which is the wealth of traditional games. The focus of this research is to conduct an inventory of traditional games for early childhood in Kalbar. This study uses a qualitative approach. This research activity is located in Kalbar. The source of this research is the community consisting of: Community Leaders of Kalbar, Communities, children, parents. The research methods used were in-depth interviews, observation; and documentation studies. Analysis of qualitative research data through three stages that are mutually integrated, namely: reduction, display and verification. This study concludes that traditional Kalbar games have potential for early childhood development, namely Gasing, Jajak Sisir, Ukau, Jangkak Tempurung, Lantak/leletop, Tabak Oka/Dengkak, Jangko, Stabbing Rusak, Galah Kepung/Galasin, and Tapok Beleg/Canned. (1) The types of games found in the ten traditional games are divided into two types. namely solitary play and cooperative play. (2) The characteristics of the traditional games found are the cultural heritage of the Kalbar’s people. (3) The game is identical to the use of natural materials as a medium. (4) Each game has its own rules of play. (5) Traditional games have development potential for early childhood. Keywords: Traditional Games, Early Childhood, West Kalimantan AbstrakKekayaan yang dimiliki oleh masyarakat Kalimantan Barat (Kalbar) merupakan potensi yang perlu dijaga serta dikembangkan, salah satunya kekayaan permainan tradisional. Fokus penelitian ini adalah melakukan inventarisasi permainan tradisioanl bagi anak usia dini di Kalbar. Penelitian ini menggunakan pendekatan kualitatif. Kegiatan penelitian ini berlokasi di Kalbar. Sumber dari penelitian ini adalah masyarakat yang terdiri dari: Tokoh Masyarakat Kalbar, Komunitas-komunitas, Federasi Olahraga Rakyat Masyarakat Indonesia (FORMI), anak-anak, para orang tua. Metode penelitian yang digunakan adalah wawancara mendalam, observasi; dan studi dokumentasi. Analisis data penelitian kualitatif melalui tiga tahapan yang saling terintegrasi, yakni: reduction, display dan verification. Penelitian ini menyimpulkan bahwa permainan tradisional Kalbar menjadi potensi bagi pengembangan anak usia dini yaitu Gasing, Jajak Sisir, Ukau, Jangkak Tempurung, Lantak/ leletop, Tabak Oka/ Dengkak, Jangko, Tikam Rusak, Galah Kepung/ Galasin, dan Tapok Beleg/ Kaleng. (1) Jenis-jenis permainan yang ditemukan dalam sepuluh permainan tradisonal terbagi dalam dua jenis. yaitu solitary play dan cooperative play. (2) Karakteristik permainan tardisional yang ditemukan merupakan warisan budaya masyarakat Kalbar. (3) Permainan identik dengan pemanfataan bahan alam sebagai medianya. (4) Setiap permainan memiliki aturan bermainnya masing-masing. (5) Permainan tradisional memiliki potensi pengembangan bagi anak usia dini.
STRATEGI PEMBELAJARAN BAHASA MANDARIN PADA MAHASISWA ANGKATAN 2019 PROGRAM STUDI PENDIDIKAN BAHASA MANDARIN
Mandarin is a foreign language that is quite popular to learn nowadays. Many companies require their workers to have the ability to speak Mandarin. Mandarin has its peculiarities in pronunciation, Chinese or Chinese characters, vocabulary, and grammar. Therefore, learning Mandarin as a second language is not the same as copying from learning other foreign languages as a second language. So far, Chinese learning has focused more on how to teach a particular material. However, how students learn to affect their success in learning Mandarin is under study. This research will study the strategies used by students in learning pronunciation, Chinese characters, vocabulary, and grammar. The information obtained through the questionnaire summarizes the learning strategies that students have carried out. The conclusions obtained will be used as a scientific basis for lecturers who support courses related to pronunciation skills, mastery of mandarin letters and vocabulary, and skills in using grammar to provide direction and guidance to students on effective learning strategies.Abstrak Bahasa Mandarin merupakan bahasa asing yang cukup populer dipelajari pada saat ini. Hal ini dilatarbelakangi oleh permintaan tenaga kerja yang memiliki kemampuan berbahasa Mandarin. Bahasa Mandarin memiliki kekhasannya sendiri dalam pelafalan, huruf Mandarin atau Hanzi, kosakata dan tata bahasa. Oleh karena itu, pembelajaran bahasa Mandarin sebagai bahasa kedua tidak sama persis atau bukan copy paste dari pembelajaran bahasa asing lainnya sebagai bahasa kedua. Selama ini, pembelajaran bahasa Mandarin lebih berfokus pada bagaimana cara dosen mengajarkan suatu materi tertentu. Aspek bagaimana si mahasiswa belajar kurang diperhatikan, sehingga keberhasilan mahasiswa dalam mempelajari bahasa Mandarin juga ikut terpengaruh. Penelitian ini akan difokuskan pada strategi yang digunakan mahasiswa dalam belajar pelafalan, huruf Mandarin, kosakata dan tata bahasa. Informasi yang diperoleh lewat kuesioner diharapkan dapat memberikan rangkuman tentang strategi-strategi pembelajaran yang telah dilakukan oleh mahasiswa. Kesimpulan yang didapat akan digunakan sebagai dasar ilmiah kepada dosen pengampu mata kuliah yang berkaitan dengan keterampilan pelafalan, penguasaan huruf mandarin dan kosakata serta keterampilan penggunaan tata bahasa untuk memberikan arahan dan bimbingan kepada mahasiswa tentang strategi belajar yang efektif.