Indonesian Journal of Educational Studies
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    143 research outputs found

    Creative Productive Learning Model to Enhance Understanding Narrative Competence in Primary Schools

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    The aim of the research is to describe the increase  of student’ competence in understanding naration by using creative productive learning model.  The kind of research is classroom action research. The subject of  the research was thr teacher and 30 students’ of class V SDN Tidung Kota Makassar. The data was  collected through observation and test. The result shows that there is an crease in learning process both in teacher and students  activity and also an increase in students’ learning achievement test. The conclusion of this research is the implementation of creative productive learning model can increase studens’ competence in understanding naratio

    Kecerdasan Emosional dan Hasil Belajar Matematika Siswa SMP

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    Research of facto ex-post having the character of korelasional with aim to to know influence of emotional intellegence to result learn Student Class mathematics of VII SMP Country 1 Makassar. Intake of data conducted by using two instrument, that is emotional intellegence kuesioner and test result of learning which consist of double helix test and of essay. Result of analysis of statistic descriptive indicate that result learn Student Class mathematics categorized high. Emotional intellegence of student categorized high. Result of analysis of inferensial indicate that emotional intellegence have an effect on by significant to result learn sstudent slass mathematics of  JHS. From result of analysis above, can be concluded that awareness of emotional intellegence have an effect on positive to result learn student slass mathematics

    Students’ Perception on the Classroom-Task-Based Subject Delivery Of The Subject Of Evaluation Of The Fine Art Learning

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    The study was objective to describe students’ sight on the subject delivery through the classroom-task-based on the subject of fine art learning evaluation. The subject of the study was all students of the Fine Art Program about 45 students. The study was utilized descriptive qualitative method.  The required data was collected by means of questionary, interview, and documentation schemes. Data has gathered to be utilizing questionary, observations sheet, interview sheet, and camera.  The data was analyzed qualitatively descriptive scheme. Result of the study was suggested that classroom-task-based subject delivery may applied in good manner for the subject of fine art learning, that is could be support students to decrease their problem in acquiring learning contents, to support student’s performance to finish all questions of the related subject, students is to be enjoyful, that is promotes their motivation and active in their class, students quickly comprehends delivered subject, students’ is to be facilitated in finishing their assigned tasks

    EVALUASI PRAKTIK KERJA INDUSTRI SEKOLAH MENENGAH KEJURUAN

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    The research objective was to evaluate  the readiness of the management of the implementation of vocational practice in the industry,  The process of implementation, and  factors constraints. Evaluative descriptive method CIPP models. The research sample are 12 public and private vocational taken proportionate stratified random sampling. The results showed: (1) evaluation of context is high, namely: (a) the quality of student competence, (b) the suitability of the implementation of the program with school policy, and (c) management readiness is high; (2) evaluation of input is very high, namely: (a) the readiness of student competence, (b) the readiness of the management of the school program, and (c) the readiness of teacher competence; (3) evaluation of the process, namely: (a) the process of implementation of the program running on schedule, but less relevant to the competencies required of students, (b) factors inhibiting factor, the lack of cooperation with the industry; and (4) evaluation of products is quite high, namely: (a) creating a link and match learning in schools, (b) increase student competenc

    SHORT-TERM USEFULNESS, BEHAVIORAL INTENTION, DAN USE BEHAVIOR MOBILE LEARNING SISWA SMK DI KOTA MAKASSAR

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    This study aims to identify factors that affect the use of mobile learning vocational of students in Makassar. Type of quantitative research studies nonexperimental kind of ex-post facto. These samples included 450 students of three SMK Negeri three in Makassar selected by stratified random sampling. The technique of collecting data using questionnaires and interviews. Data analysis using Structural Equation Modeling (SEM). The results showed that short-term usefulness contribute directly to the behavioral intention of 0.64 (64%) and contributed indirectly through behavioral intention to use mobile learning behavior of 0.42 (42%), while the behavioral intention to contribute directly to use mobile learning behavior of 0.66 (66%). Thus, short-term usefulness and behavioral intention to influence the level of use of mobile learning by vocational students either directly or indirectly

    KOORDINASI MATA KAKI, KESEIMBANGAN, KELINCAHAN, DAN KETERAMPILAN MENGGIRING DALAM SEPAK BOLA

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    This study aims to determine the relationship together eye-foot coordination, balance, and agility with dribbling skills in the game of football. This research is a descriptive study with a sample of 30 players. Data were analyzed using correlation analysis. The results showed that (1) there is a significant correlation eye-foot coordination with dribbling skills with ρ value of -0.622 (pvalue <0.05); (2) there is a significant relationship keseimbangandengan dribbling skills with ρ value of -0.648 (pvalue <0.05); (3) there is a significant relationship with the agility skills of dribbling with ρ value of 0,747 (pvalue <0.05); (4) there is a significant relationship together eye-foot coordination, balance, and agility with dribbling skills with the R value of 772 (pvalue <0.05)

    PERANGKAT PEMBELAJARAN BERBASIS KETERAMPILAN GENERIK SAINS PADA TOPIK KINETIKA KIMIA

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    This research is a development research that aims to produce generic skill-based learning tools on the chemical kinetic topic. Chemical kinetic Topic is a part of the Physical Chemistry II course.. This topic include: kinetic reaction, reaction mechanism, temperature influence on chemistry reaction rates, and photochemistry. Learning tools that developed are: Learning Plan Unit (LPU), Student Worksheet, and Achievement Test. The development model used is the 4-D model of the development of Thiagarajan with four stages, namely: the definition (define), design (design), development (develop), and the spread (disseminate). The validity of the test is based on two validator evaluation. Test the practicality of the tools in this study are lecturers and students of the chemistry education programs of Science and Mathematics Faculty UNM who follow the course of chemical kinetics. Test the effectiveness based on n-gain of student achievement results. The results showed that the learning tools developed have valid criteria

    Pengetahuan Metakognitif Mahasiswa Pendidikan Fisika

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    This study aims to reveal the student metacognitive knowledge Physics Education. Study ekspolorasi made against 20 students of third semester Physical Education Studies by giving Metacognitive Knowledge Test with Harmonic Vibration Unit. The results show that turned out to be as much as 0.00% could not answer with a perfect. This result shows that the impact of learning physics for two semesters not contributed to the development of metacognitive knowledge. The further observation  found that the cause of students not able to complete the test is due to their lessons during the teaching staff is more oriented to the teacher  learning center is dominated in explaining the theories without facilitating the development of metacognitive knowledg

    MENINGKATKAN KREATIVITAS SISWA MEMAHAMI KONSEP SIFAT CAHAYA MELALUI PEMBELAJARAN KONTEKSTUAL DI SD

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    This study aims to: (1) to plan contextual learning; (2) to carry out learning by using a contextual approach, (3) to understand the material properties of light after studying using a contextual approach. The study population is graders V Elementary School 240 Pinrang numbered 20 people. Data collection techniques of this study is to test, interviews, observation and field notes. The data analysis using descriptive statistical techniques to describe student learning outcomes. Results of the study are as follows; (1) using a contextual approach to the fifth grade students of Elementary School 240 Pinrang can improve kreativtas students in science subjects to the material properties of light, (2) the teacher is not maximized in designing lesson plans to use the approach of contextual, (3) an increase in students' creativity by using a contextual approach for students during the students learn more actively in the implementation of the learning process

    PENGEMBANGAN PERMAINAN ULAR JARRA SEBAGAI MEDIA PEMBELAJARAN PADA MATERI POKOK ASAM-BASA

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    Penelitian ini bertujuan untuk mengembangkan permainan ular jarra dan untuk mengetahui kevalidan, kepraktisan dan keefektifan permainan sebagai media pembelajaran pada materi pokok asam-basa. Diharapkan produk yang dikembangkan dapat merangsang siswa belajar mandiri dengan motivasi belajar yang tinggi. Penelitian ini merupakan penelitian pengembangan dengan menggunakan model pengembangan berbasis produk Hannafin dan Peck yang terdiri dari tiga fase yaitu fase analisis kebutuhan, fase desain, dan fase pengembangan/implementasi. Subjek uji coba produk pengembangan ini adalah siswa kelas XI IPA SMA Negeri 7 Bulukumba yang melakukan remedial dengan jumlah siswa 18 orang. Dalam penelitian ini, teknik pengumpulan data menggunakan kuesioner dengan skala Likert. Teknik analisis data yang digunakan yaitu analisis statistik deskriptif. Hasil penelitian menunjukkan bahwa untuk semua item dan aspek yang diukur, penilaian kevalidan media memperoleh kriteria valid dan baik, penilaian kepraktisan media adalah sangat baik dan praktis.  Hasil pretest-posttest, gain = 0.41379 (0,7> g >0,3 = sedang) dan terdapat peningkatan sangat tinggi/sangat baik untuk semua aspek motivasi belajar yang diukur. Dari hasil tersebut menujukkan media permainan yang dikembangkan memiliki kategori valid, praktis dan efektif, sehingga dapat disimpulkan media permainan yang dikembangkan layak dijadikan sebagai media pembelajaran.

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    Indonesian Journal of Educational Studies
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