Publikasi Fakultas Ilmu Pendidikan

Year Title Description Publisher Author(s)
2021 Pengembangan Media Peta Puzzle Berbasis Adobe Flash Dengan Pendekatan Contextual Teaching And Learning (CTL) Untuk Meningkatkan Hasil Belajar
Penelitian pengembangan ini bertujuan untuk mendiskripsikan tingkat kelayakan dan perbedaan hasil belajar sebelum dan sesudah menggunakan media peta puzzle berbasis adobe flash dengan pendekatan contextual teaching and learning (CTL) untuk meningkatkan hasil belajar IPS kelas IV di SD. Penelitian ini menggunakan metode penelitian dan pengembangan atau Education Research and Development (RnD) dan uji coba hasil belajar menggunakan pre-test dan post-test. Penelitian dilakukan pada tahun ajaran 2019/2020 dengan subjek penelitian berjumlah 20 siswa. Hasil validasi terhadap media pembelajaran memiliki kevalidan dan kelayakan yang cukup tinggi dengan memperoleh prosentase kevalidan 86%, hasil penilaian dari ahli isi materi memperoleh prosentase kevalidan seluruhnya 85%, hasil penilaian dari guru kelas IV atau ahli isi materi memperoleh prosentase kevalidan 90% dan hasil tanggapan atau respon pesera didik dilapangan memperoleh prosentase kevalidan seluruhnya 89%. Sedangkan tes hasil belajar peserta didik pretest yang mendapatkan nilai rata-rata 59 sedangkan posttest mendapatkan nilai rata-rata 89. Dengan demikian dapat disimpulkan bahwa media peta puzzle berbasis adobe flash dengan pendekatan contextual teaching and learning (CTL) dapat meningkatkan hasil belajar peserta didik kelas IV.
AL-MURABBI: Jurnal Studi Kependidikan dan Keislaman 7 (2), 185-195, 2021
2021 PENGEMBANGAN MEDIA GAME EDUKASI KINCIR PINTAR ASEAN MELALUI PEMBELAJARAN DARING UNTUK MENINGKATKAN MOTIVASI DAN HASIL BELAJAR PESERTA DIDIK KELAS VI SEKOLAH DASAR
Dalam menghadapi masa pandemi covid-19 seperti saat ini, salah satu cara yang dapat dilakukan guru untuk memotivasi peserta didik agar rajin belajar adalah dengan menggunakan media yang menarik dalam proses pembelajaran jarak jauh atau daring. Obervasi awal yang dilakukan pada peserta didik kelas VI di SDN Pucang 3, menunjukkan bahwa rata-rata anak usia sekolah dasar suka menghabiskan waktu untuk bermain game yang terdapat di dalam gawai pintar mereka. Peneliti tertarik untuk mengembangkan media pembelajaran yang berbasis game edukasi. Media tersebut diberi nama “game edukasi kincir pintar”. Penelitian ini bertujuan untuk mengembangkan media game edukasi kincir pintar dan mendeskripsikan kelayakan serta keefektivannya dalam meningkatkan motivasi dan hasil belajar IPS materi karakteristik geografis dan kondisi sosial, budaya, ekomomi dan politik negara ASEAN kelas VI Sekolah Dasar. Penelitian ini dilaksanakan di SDN pucang 3 Kecamatan Sidoarjo Kabupaten Sidoarjo pada semester 2 tahun pelajaran 2020-2021. Sampel penelitian yaitu kelas VIA sebagai kelas uji coba skala kecil (terbatas) dan kelas VIB sebagai kelas implementasi atau uji coba lapangan. Pengembangan media pembelajaran dalam penelitian ini menggunakan model ADDIE (Analize, Design, Development, Implementation, Evaluation). Dalam penelitian ini digunakan instrumen berupa lembar validasi, lembar pengamatan aktivitas siswa selama pembelajaran, angket respon guru dan siswa terhadap media, angket motivasi belajar siswa, serta tes hasil belajar. Hasil penelitian menunjukkan:(1) media pembelajaran yang …
JURNAL EDUCATION AND DEVELOPMENT 9 (2), 572-579, 2021
2021 Principal Management Strategy in Improving the Quality of Graduates.
This study aims to determine the principal's management strategy in improving the quality of graduates which includes three aspects, namely religious, academic, and moral. This study uses a qualitative approach with a multi-site design. The subjects in this study were principals, vice principals, teachers, and students at SMA Al Hikmah Surabaya, SMA Khadijah Surabaya, and SMA Muhammadiyah 2 Surabaya in Indonesia. The selection of research subjects used a purpose full sampling technique and snowball sampling. Data collection in this study was carried out through in-depth interviews, participant observation, and documentation studies. Data analysis used a modified analytical analysis method. Meanwhile, the validity of the data is used to reveal credibility, transferability, dependability, and confirm ability. The results show that in improving the quality of graduates which include religious, academic, and …
Review of International Geographical Education Online 11 (12), 2021
2021 Peran Kepemimpinan Kepala Sekolah Dalam Mendukung Budaya dan Mutu SMPK Angelus Custos II Surabaya
The role of the headmaster's leadership in supporting the culture and quality of the school is very influential for the quality of the school. This leadership is oriented to how the role of the headmaster's leadership in supporting the interactive learning process, conducive schoolenvironment, cultured and quality community. The purpose of the research is:(1) describe how the role of the headmaster's leadership in supporting the culture of SMPK Angelus Custos II Surabaya (2) describes how the role of the headmaster's leadership in supporting the quality of SMPK Angelus Custos II Surabaya. This research uses Qualitative research method. Data collection using research instruments with participant observation methods, in-depth interviews, documentation and literature reviews. The results of this study are:(1) the role of the principal leadership at SMPK Angelus Custos II Surabaya in supporting the culture and quality of education is considered as an important element and optimal enough in determining the direction of school success.(2) The impact of the principal's support in improving the culture and quality of education at SMPK Angelus Custos II Surabaya is quite maximal. It can be concluded that the role of the headmaster's leadership in supporting the culture and quality of the school is very influential in improving the quality of the school.
Jurnal Ilmiah Mandala Education 7 (3), 2021
2021 THE EXISTENCE OF GONDANG BATAK MUSIC IN THE DEATH CEREMONY OF SAUR MATUA IN PURBATUA, NORTH TAPANULI
This research using descriptive qualitative method that focused on the existency of gondang Batak traditional music in Saur Matua funeral ceremony in Purbatua, North Tapanuli. The death ceremony of Saur Matua has a function as a media to preserve Batak traditional culture. This study analyse the musical form, function, and the unique activity of gondang Batak using ethnomusicology approach. Data collection techniques are interviews and documentation. The researchers found that there is an effort to preserve Batak cultural heritage through gondang Batak traditional music such as introducing gondang Batak music to the younger generation, practicing Gondang Batak in a daily basis, and understanding the forms and function of the instrument. It is also found that there are 6 functions contained in Gondang Batak and meaning contained within the wedding ceremony can visualize well with a selection of songs and musical accompaniment of Gondang Batak.
Sembadra, Journal of Arts and Education Studies 3 (1), 13-19, 2021
2021 Music Enhancing Young Learner’s Creativity
This research emphasizes on elaborating the feasibility of the media of the bandwagon educational game on the creativity of children aged 5-6 years. To obtain the research objectives, this researcher conducted research and development using the 4D model developed by Thiagarajan, namely define, design, develop and disseminate. The subjects in this research trial were five children aged 5-6 years and 30 ECE teachers. The data collection instrument used a structured interview technique and an online questionnaire through a google form accompanied by a video of the implementation of the bandwagon educational game. The data analysis technique used quantitative and qualitative descriptive analysis. From this research, it shows that the development of the bandwagon educational game tool that has been tested on a small scale is valid and feasible. This shows that this bandwagon game is effective and can be applied and has an appeal for early childhood in learning.
International Journal of Multicultural and Multireligious Understanding 8 (8 …, 2021
2021 The Effectiveness Of M-Puzzle Toward Preschooler Spatial Skill
This study aimed to determine the effectiveness of digital-based geometry puzzle games to stimulate the spatial intelligence of children aged 4-5 years. This type of research is R&D (Research and Development) using the ASSURE model. This study used the target participants aged 4-5 years in PGRI II Taji Kindergarten as a test of instrument validity, Dharma Wanita Duriwetan Kindergarten as the main sample for testing a digital-based geometry puzzle product and NU Hidayatul Athfal Muslimat Kindergarten as a conventional product trial (LKA). The results showed that the digital-based geometric puzzle media that had been developed was more effectively used as a learning medium to stimulate children's spatial intelligence in recognizing shapes and colors compared to conventional media.
JURNAL INDRIA (Jurnal Ilmiah Pendidikan Prasekolah dan Sekolah Awal) 6 (2), 2021
2021 Pengembangan Media Stekpan Untuk Kognitif Anak Usia 4-5 Tahun
Penelitian ini dilakukan oleh peneliti untuk mengetahui pengembangan produk, desain prototype dan keefektifan penggunaan video tutorial penggunaan media STEKPAN guna membantu orang tua anak usia 4-5 tahun untuk meningkatkan kemampuan mengenal konsep bilangan 1-10 pada anak usia 4-5 tahun. Jenis penelitian ini merupakan jenis penelitian R&D (Reaserch and Development) dengan menggunakan model ADDIE, yaitu Analysis, Design, Development, Implementation, Evaluation. Penelitian ini hanya dilakukan sampai pada tahap Development atau pengembangan. Validasi produk dilakukan melalui google form dengan hasil bahwa media STEKPAN layak digunakan dan diproduksi. Pengumpulan data pada penelitian ini menggunakan kuisioner yang ditujukan kepada 50 responden yaitu orang tua anak usia 4-5 tahun melalui Google Form. Hasil dari penelitian ini berupa video tutorial penggunaan media STEKPAN yaitu Stik Es Krim Papan. Hasil feedback orang tua menyatakan bahwa media STEKPAN layak dan efektif digunakan untuk meningkatkan kemampuan mengenal konsep bilangan 1-10 untuk anak usia 4-5 tahun. Implikasi penelitian ini adalah pada aspek kebermanfaatan video tutorial penggunaan media STEKPAN yang positif, dimana orang tua memiliki pengetahuan tambahan bagaimana cara untuk menstimulus perkembangan kognitif anak melalui media STEKPAN.
Jurnal Anak Usia Dini Holistik Integratif (AUDHI) 4 (1), 8-17, 2021
2021 Kompetensi Manajerial Kepala Sekolah Dalam Meningkatkan Profesionalisme Guru
The objective of this research is how to know how is the application of the principal's managerial competence, such as supporting factors, and how the leadership gping in raising teachers' professionalism in SMAN 1 Pemekasan. This research used qualitative descriptive approach. The data collected by observing, interviewing and taking documentations. Based on the data analysis, it is concluded that (1) The application of the principal's leadership refered to three basic patterns, such as, planning, development and evaluation.(2) The factors that influenced its application are based on the internal and external factors.(3) The leadership style that had been applicated used democratic leadership style.
Jurnal Ilmiah Mandala Education 7 (2), 2021
2021 Efektifitas Pengelolaan Perpustakaan
The aim of the effectivenes of library mnajemen is to foster a culture of literacy, icrease the capacity of residents and the environment, as a fun and child-friendly learning park, maintain the continuity of learning by presentinga variety of reading books of accommodating various reading strategies. While the method used to callect observasional data. The ttechnique of sorting and analizing data in this activity uses quantitative research method were collected, grouped then presented in the form of quantitative, description. The data/resuts obtained (actual output) are divided by the target value.
Jurnal Ilmiah Mandala Education 7 (3), 2021