Civic-Culture : Jurnal Ilmu Pendidikan PKN dan Sosial Budaya
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Pengaruh Media Pembelajaran Berbasis Augmented Reality Dan Gaya Belajar Terhadap Kkemampuan Berpikir Tingkat Tinggi Pembelajaran IPA Pada Siswa Kelas VII UPTD SMP Negeri 3 Bangkalan
The observations conducted at SMPN 3 Bangkalan during the odd and even semesters of the 2022/2023 academic year revealed that the learning outcomes in science subjects were not optimal. The majority of students scored below the Minimum Completion Criteria of 80. The objective is to test, prove, and describe whether there is an interaction effect between the use of augmented reality-based learning media and learning styles on the ability to think at a high level in science among students in grade seven at UPTD SMP Negeri 3 Bangkalan. This research employs quantitative methodology, which entails the use of numerical data and statistical analysis. The design of this research is ex post facto, meaning that data were collected after all the events in question had occurred without any intervention. The results of the analysis indicate that the value of Fhitung = 3.220 with Significance (Sig.) 0.048. The proposed hypothesis is accepted or rejected based on the F value and significance (Sig.). The criteria are met if the F value is greater than the F table value and the significance is less than 0.05 (alpha). The null hypothesis (H0) is rejected and the alternative hypothesis (Ha) is accepted. The significance value (asymp sig.) is 0.048, as shown in the output. Given that the significance value is less than 0.05, the null hypothesis is rejected. This indicates that there is an interaction effect between the use of augmented reality learning media and learning styles on the ability to think about science subject matte
Pengaruh Model Pembelajaran Kooperatif Tipe Jigsaw Dengan Sikap Belajar Siswa Terhadap Hasil Belajar Materi Agama Di Smkn 1 Kamal Bangkalan
This research aims to analyze the effect of implementing the Jigsaw type cooperative learning model on students' learning attitudes and its impact on learning outcomes for religious material at SMKN 1 Kamal Bangkalan. This research is motivated by the importance of creating an active and enjoyable learning atmosphere, as well as increasing student learning motivation. This research used a quasi-experimental design with two groups, namely the experimental group taught using the Jigsaw type cooperative learning model and the control group taught using conventional methods. Data collection was carried out through learning attitude questionnaires and learning outcome tests. The results showed that there were significant differences between the experimental group and the control group. Students in the experimental group showed more positive learning attitudes, such as being more active, responsible, and cooperative. Apart from that, student learning outcomes in the experimental group were also better than those in the control group. Based on the research results, it can be concluded that the Jigsaw type cooperative learning model is effective in improving students' learning attitudes and learning outcomes on religious material. Applying this model can create a more conducive learning atmosphere and motivate students to be more actively involved in the learning proces
Efektivitas Flipped Classroom Terhadap Motivasi Belajar Dan Pemahaman di SMKN 1 Kamal
In this research, to determine the effectiveness of the flipped classroom on students' understanding of mathematics in class X visual communication design at SMKN 1 Kamal. Researchers hope that the application of the flipped classroom-based learning model in mathematics lessons will become an alternative for developing students' creative potential, fostering a sense of responsibility, and increasing students' motivation and understanding. Researchers used a sample of class X Visual Communication Design of 28 students at SMKN 1 Kamal consisting of 19 male and 9 female students. Based on the pretest analysis (before being given treatment) obtained from the questions of understanding with a minimum score of 15, a maximum score of 95, an average of 60.00, while a posttest (after being given treatment) obtained a minimum score of 60, a maximum score of 95, the average -rat 76.96 So it can be concluded that there was an increase in the minimum, maximum and average scores of students in understanding after being given treatment. Based on the output above, the value obtained for the flipped classroom model on understanding is 0.000<0.05, which shows that there is a significant difference so that the application of the flipped classroom can increase students' understanding of mathematics material in class X visual communication design at SMKN1 Kama
Pengaruh Problem Based Learning Terhadap Kemampuan Hasil Belajar Dan Berpikir Kritis Siswa SMP Nurul Hikmah Mandung Kokop Bangkalan
The findings in the field indicate that the learning process currently occurring, particularly at Nurul Hikmah Mandung Bangkalan Junior High School, is still predominantly conducted through the presentation of verbal information. It is evident that the teachers at this institution continue to employ learning methods that are not optimal. A mere 30% of students utilize innovative learning methods, resulting in suboptimal learning outcomes. Of the 22 students, 15 (70%) scored below the KKM in PAI lessons. One method for engaging students in the learning process is to utilize a variety of learning models, including the Problem Based Learning (PBL) model (Riswati, Alpusari, Marhadi, 2018). The objective of this study is to assess the impact of PBL on student learning outcomes and critical thinking skills at Nurul Hikmah Mandung Kokop Bangkalan Junior High School. The research design employed in this study is quantitative. The results of the Pillai's Trace, Wilks' Lambda, Hotelling's Trace, and Roy's Largest Root tests yielded a significance value of 0.000, which is less than 0.05. This indicates that there is a statistically significant influence between the PBL learning model and critical thinking skills, as well as PAI learning outcomes, among students at Nurul Hikmah Mandung Kokop Bangkalan Junior High School
Pengaruh Model Pembelajaran Project Based Learning Terhadap Kemandirian Dan Kreativitas Siswa Pada Materi Akutansi Keuangan di SMKN 1 Kamal
In this research, to determine the interaction of the PjBL learning model on student independence and creativity in financial accounting material at SMKN 1 Kamal. In this study, the samples were 2 classes with 25 students each. By referring to the problem that has been explained in the background of the problem, the researcher took the initiative to conduct research with the title The influence of the project-based learning model on student independence and creativity in financial accounting material at SMKN 1 Kamal. From the results obtained using the MANOVA test or Multivariate Analysis of Variance, namely with a significance level of 0.000 < 0.05. So, there is a difference between those who use Pjbl on the independence and creativity of SMKN 1 Kamal students. So the PjBL learning model has a significant effect on student creativity in financial accounting material at SMKN 1 Kama
Pengaruh Media Pembelajaran Augmented Reality Berbasis Marker Based Trancking Dengan Androit dan Motivasi Belajar Terhadap Hasil Belajar Materi Bangun Ruang Pada Siswa Kelas VIII SMP Negeri 1 Bangkalan
Based on observations at SMPN 1 Bangkalan, it was found that the teacher had not utilized augmented reality-based learning media as a delivery method for material in class and the results of observations indicated that the learning outcomes of mathematics subjects were less than optimal. One potential solution to the aforementioned issues is the implementation of an effective learning model, namely Augmented Reality (AR) learning media. The objective of this study is to examine the interaction effect between the utilization of marker-based tracking-based AR media and learning motivation on the learning outcomes of spatial buildings material in class VIII students at SMP Negeri 1 Bangkalan. The approach employed in this study is quantitative and the research design is experimental. Based on the results of the analysis, it can be seen that the Fcount value = 6,423 with a significance (Sig.) of 0.014. Meanwhile, to test the proposed hypothesis, it is accepted or rejected by looking at the F value and significance (Sig.). the conditions for acceptance or rejection occur if the value of Fcount > Ftable and Significance (Sig.) < 0.05 (Alpha) then H0 is rejected and Ha is accepted. From the output it can be seen that the significance value (asymp sig.) is 0.016. Because the significance value is <0.05, Ho is rejected. So, it can be interpreted that there is an interactive influence between the use of Augmented Reality learning media based on Marker Based Tracking with Android and learning motivation on mathematics learning outcomes
Pengaruh Video Sebagai Media Pembelajaran Terhadap Minat Dan Motivasi Belajar Siswa Kelas Viii Smp Nurul Mustofa Tanjungbumi Kabupaten Bangkalan
Problems related to interest in learning are: students’ interest in learning as a whole has not been formed, lack of identifying and knowing their interests and talents in learning, interest that has not been directed properly either by the students themselves or by external parties, interest that has not been explored properly in learning, students' interests are not implemented enough to achieve the goals of their interests. Analyzing the influence of video as a learning medium on the learning motivation of class VIII students at Nurul Mustofa Tanjungbumi Middle School, Bangkalan Regency. The design in this research used quantitative research. Quantitative research is research that emphasizes objective phenomena with a survey approach or other measurements that are described with quantitative numbers. Based on Table 1, the data obtained shows that the Fcount value is 3.300. After the Fcount value is obtained, the next step is to determine the Ftable value. In determining the Ftable value. The level of significance in this research is 0.05, df 1, namely df 1 = (number of variables-1) becomes df 1 = (3-1) = 2, and df 2 is 23, obtained from (df) = n-k-1. N is the number of research samples and k is the number of independent variables in the research, so df = 26-2-1=23. Thus, the Ftable value is 1.161. The test results show that Fcount > Ftable (3,300 > 1.161). It can be concluded that there is a significant influence of video-based learning media on interest and motivation to learn
Efektivitas Penggunaan E-Modul Dalam Meningkatkan Perilaku Afektif Dan Critical Thinking Skill Mata Pelajaran PPKN di SMPN 1 Bangkalan
Technology and conditions of distance learning, one of the learning media that can be used is the use of electronic modules (e-modules) which are present as an adaptive form of ordinary modules used during direct learning. "E-modules are expected to become a new learning resource for students which in turn is expected to improve understanding of concepts and learning outcomes." The aim of this research is to determine the effectiveness of using e-modules in improving affective behaviour and critical thinking skills in Civics subjects at SMPN 1 Bangkalan? By using a quantitative approach, the type of research used is experimental research. The results of calculations with the help of SPSS obtained the percentage of influence between variables, the effectiveness of the e-module had a percentage of 13.7% on the affective behaviour of experimental class students, meaning that the increase in students' affective behavior was 13.7% influenced by the e-module implemented by researchers in the experimental class. Meanwhile, in the next table, e-modules have an influence of 40.4% on students' critical thinking skills in the experimental class. This means that when researchers implemented e-modules in experimental classes, 40.4% of students' critical thinking skills during the learning process were influenced by e-modules. so that it can provide solutions to students' problems in learning, so that teachers can use this research as an alternative learning method
Pengaruh Model Pembelajaran Aptitude Treatment Interaction (Ati) Dengan Minat Terhadap Kreatifitas Membuat Karya Seni Rupa Dua Demensi Siswa Kelas X Tik Smkn 1 Kamal Bangkalan
This research aims to examine the effect of applying the Aptitude Treatment Interaction (ATI) learning model on students' interest and creativity in creating two-dimensional works of art. This research is motivated by the importance of learning approaches that are adapted to individual student characteristics to increase motivation and learning outcomes. This research used a quasi-experimental research design with two groups, namely the experimental group taught using the ATI model and the control group taught using conventional methods. The research sample was students of class X IK SMKN 1 Kamal Bangkalan who were chosen randomly. Data collection was carried out through interest questionnaires, creativity tests, and observations. The research results showed that there were significant differences between the experimental group and the control group in terms of 1 interest and creativity in making two-dimensional works of art. Students taught using the ATI model show higher interest in learning and produce more creative work compared to students taught using conventional methods. Based on the research results, it can be concluded that the ATI learning model is effective in increasing students' interest and creativity in creating two-dimensional works of art. Therefore, it is recommended that fine arts teachers can apply the ATI learning model in the learning process to improve the quality of learning and student work result
Pengaruh Pembelajaran Discovery Learning Terhadap Kemandirian Belajar Dan Pemahaman Siswa Pada Materi Akuntansi Kelas X Di Smkn 1 Kamal
This study was conducted to determine effect of discovery learning model on learning independence and student understanding of basic accounting equation material in class X accounting and finance at SMKN 1 Kamal. Study used quantitative assessment with questionnaire research instruments and test questions. Using population 49 students with samples, class X AKL-1 (24 students), class X AKL-2 (23 students). Sampling using nonprobability sampling method with saturated sampling technique. Data processing uses IBM SPSS v.21 for windows application with analysis method of validity test, homogeneity test, normality test, independent sample T-test test and, multivariate analysis of variance test or manova test. Testing independent sample T-test test, data obtained first hypothesis sig value. 0.003 <0.05, meaning effect discovery learning model on learning independence in basic accounting equations lesson of class X AKL SMKN 1 Kamal students, second hypothesis obtained data sig value. 0.000 <0.05, meaning effect discovery learning model on student understanding of basic accounting equations in class X AKL students of SMKN 1 Kamal. Last result, multivariate analysis of variance (Manova) test obtained sig value data. 0.000 <0.05, meaning effect discovery learning model on learning independence and student understanding in basic accounting equation class X AKL SMKN 1 Kamal. Conclusion, there is effect of discovery learning model on students' understanding in basic accounting equation subject of class X AKL SMKN 1 Kamal. Learning using discovery learning model is considered effective in increasing students' learning independence and understanding in basic accounting equation subject of class X accounting and finance of SMKN 1 Kama