Claim Missing Document
Check
Articles

Found 11 Documents
Search

PERAN MULTIMEDIA INTERAKTIF BAGI KEBERHASILAN PEMBELAJARAN SISTEM PEREDARAN DARAH Anang Fathoni; Herman Dwi Surjono; Ali Mustadi; Wahyu Kurniawati
Jurnal Kependidikan Vol 5, No 2 (2021)
Publisher : Universitas Negeri Yogyakarta

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.21831/jk.v5i2.33931

Abstract

Tujuan penelitian ini adalah untuk menganalisis kebutuhan media pembelajaran mahasiswa PGSD Universitas PGRI Yogyakarta pada mata kuliah IPA1 materi biologi di masa pandemi Covid-19. Penelitian ini menggunakan pendekatan mixed methods. Data yang terkumpul berupa data kuantitatif dan data kualitatif. Teknik pengumpulan data untuk data kuantitatif melalui pemberian angket terhadap 171 mahasiswa PGSD Universitas PGRI Yogyakarta angkatan 2019, sementara data kualitatif didapatkan dari hasil wawancara dengan 2 dosen, 2 asisten dosen, dan 6 mahasiswa PGSD. Data kuantitatif dianalisis melalui analisis deskriptif dan data kualitatif dianalisis menggunakan model Bogdan dan Biklen. Hasil analisis kebutuhan menunjukkan bahwa 50,3% mahasiswa mengalami kesulitan pada materi sistem peredaran darah pada manusia; 67,7% menganggap sulitnya materi karena banyak istilah ilmiah yang sulit dipahami; dan 73,1% mahasiswa menginginkan pengembangan multimedia interaktif. Dosen dan asisten dosen menyatakan bahwa dibutuhkan media yang sesuai dengan generasi Z, dapat digunakan di mana saja dan kapan saja, serta dapat digunakan untuk belajar mandiri. Berdasarkan hasil analisis kebutuhan maka dapat disimpulkan bahwa perlunya pengembangan multimedia pembelajaran interaktif pada materi sistem peredaran darah yang dapat digunakan pada perangkat android maupun personal komputer sebagai media alternatif di masa pandemi Covid-19. ROLE OF INTERACTIVE MULTIMEDIA FOR THE LEARNING OF BLOOD CIRCULATION SYSTEMThe purpose of this study was to analyze the learning media needs of PGSD students of PGRI Yogyakarta University in science biology materials during the Covid-19 pandemic. This study used a mixed methods approach. The data collected in the form of quantitative data and qualitative data. The data collection technique for quantitative data was through the provision of questionnaires to 171 elementary School teacher education Students PGRI Yogyakarta class 2019, while qualitative data were obtained from interviews with 2 lecturers, 2 teaching assistants, and 6 PGSD students. Quantitative data were analyzed through descriptive analysis, and qualitative data were analyzed using models Bogdan and Biklen. The results of the need analysis showed that 50.3% of students had difficulty in circulatory system material in humans, and 67.7% considered the difficulty of the material due to many elusive scientific terms, and 73.1% of students wanted the development of interactive multimedia. Furthermore, lecturers and lecturer assistants stated that the media needed was in accordance with Z generation, could be used anywhere and anytime, and could be used for independent study. Based on the results of the needs analysis, it can be concluded that it is necessary to develop interactive multimedia learning on circulatory system material that can be used on android devices and personal computers as alternative media during the Covid-19 pandemic.
PEMBELAJARAN SAINS BERMUATAN KARAKTER ILMIAH DENGAN ALAT PERAGA BARANG BEKAS DAN ASESMEN KINERJA Wahyu Kurniawati; Setyo Eko Atmojo
Jurnal Pendidikan Indonesia Vol 6 No 1 (2017)
Publisher : Lembaga Penelitian dan Pengabdian kepada Masyarakat

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.23887/jpi-undiksha.v6i1.8866

Abstract

The purpose of this study is to develop the scientific character of science learning laden with props thrift and performance assessment. This type of research is research and development. The technique of collecting data using questionnaires, observation and tests. Data were analyzed using descriptive analysis percentage. The results showed that the validity of the learning pernagkat validity of the development value (Va) 4.23 which is the valid criterion (4 ≤ Va <5). Scientific character within students in science learning laden scientific character with props used items that are in good category where the average percentage of scientific character on each Class of> 70%. The average percentage of student activity is in the good category that is> 70%. Cognitive abilities of students in the class A1 of 84.44% cognitive ability and very good 13.33% of the students in the category fairly and 2.22% of students are in the poor category. In the A2 grade of 80.43% of the students have the cognitive ability and very good and the rest have the cognitive abilities in the category enough. In the A3 grade of 89.13% of the students have the cognitive ability and very good as well as the A4 grade of 93.33% of the students have the cognitive ability and very good san rest have sufficient cognitive ability.
Higher Education Students and Covid-19: Challenges and Strategies in facing Online Learning Anang Fathoni; Ali Mustadi; Wahyu Kurniawati
Jurnal Pendidikan Indonesia Vol 10 No 3 (2021)
Publisher : Lembaga Penelitian dan Pengabdian kepada Masyarakat

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.23887/jpi-undiksha.v10i3.31039

Abstract

The emergence of Covid-19 has had a significant influence on the world of education. Even though the emergence of Covid-19 has accelerated the integration of technology in learning, there are still negative classroom learning impacts. This study aims to explore student experience in online learning in the Covid-19 Pandemic period; describe the negative impacts and obstacles that arise in online learning; and describe student strategies in online learning. This research is qualitative in the type of case studies. Data were collected through open questionnaires and interviews with participants of 20 students. Data analysis was accomplished with Bogdan and Biklen models through reduction, searching for sub-themes, and seeking relationships between sub-themes to obtain the conclusion. The results of this study show that learning in the Covid-19 pandemic period has not been fully optimally done. In addition, students also get physical and mental impacts during online learning. Furthermore, students get barriers to signals, learning environment, and learning activities with lecturers online. However, students have a varied learning strategy to minimize obstacles and negative impacts of online learning.
Hubungan Motivasi Belajar dengan Komunikasi Pembelajaran Sistem E-Learning pada Mahasiswa PGSD di Masa Pandemi Covid-19 Anang Fathoni; Ali Mustadi; Wahyu Kurniawati
Jurnal Pendidikan: Teori, Penelitian, dan Pengembangan Vol 5, No 12: DESEMBER 2020
Publisher : Graduate School of Universitas Negeri Malang

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.17977/jptpp.v5i12.14362

Abstract

Abstract: This research aimed to determine the motivation of learning, communication of e-learning system, and relationship motivation learning and communication learning system of students of primary teacher Education, University PGRI Yogyakarta at the Covid-19 pandemic. This research used quantitative approaches with associative methods. The location of this research at PGRI University Yogyakarta with respondents amounted to 159 students of 2nd semester, consisting of 25 male students and 134 female students. The collection of research data used a questionnaire with a Likert rating scale. Analysis of data by using the correlation formula of product-moment from Pearson with the help of SPSS version 23 of Windows. The results of the study showed that motivational learning data gained good criteria with an average of 2.77, e-learning system learning communication data obtained good criteria with an average value of 2.77, and there was a significant relationship (0.822) between learning motivation with learning communication system e-Learning in the Covid-19 pandemic. This shows that the higher the motivation to learn the higher the learning of E-Learning system communication.Abstrak: Penelitian ini bertujuan untuk mengetahui motivasi belajar, komunikasi pembelajaran sistem E-Learning, dan hubungan motivasi belajar dan komunikasi pembelajaran sistem E-Learning mahasiswa PGSD Universitas PGRI Yogyakarta pada masa pandemi Covid-19. Penelitian ini menggunakan pendekatan kuantitatif dengan metode asosiatif. Lokasi penelitian ini di Universitas PGRI Yogyakarta dengan responden berjumlah 159 mahasiswa PGSD semester II, yang terdiri dari 25 mahasiswa laki-laki dan 134 mahasiswa perempuan. Pengumpulan data penelitian menggunakan angket dengan skala Likert. Analisis data dengan menggunakan rumus korelasi product moment dari Pearson dengan bantuan SPSS versi 23 windows. Hasil penelitian menunjukkan data motivasi belajar memperoleh kriteria baik dengan rata-rata 2,77, data komunikasi pembelajaran sistem E-Learning memperoleh kriteria baik dengan nilai rata-rata 2,77, dan terdapat hubungan yang signifikan (0,822) antara motivasi belajar dengan komunikasi pembelajaran sistem E-Learning di masa pandemi Covid 19. Hal ini menunjukkan bahwa semakin tinggi motivasi belajar maka semakin tinggi pula komunikasi pembelajaran sistem E-Learning.
Keefektifan Bahan Ajar Tematik Bervisi Science Environment Technology and Society Dalam Meningkatkan Penguasaan Konsep Mitigasi Bencana Setyo Eko Atmojo; Wahyu Kurniawati
PSEJ (Pancasakti Science Education Journal) Vol. 4 No. 1 (2019)
Publisher : Program Studi Pendidikan IPA, FKIP Universitas Pancasakti (UPS) Tegal

Show Abstract | Download Original | Original Source | Check in Google Scholar | Full PDF (226.668 KB) | DOI: 10.24905/psej.v4i1.57

Abstract

Penelitian ini bertujuan untuk menguji keefektivan bahan ajar tematik bervisi science, environment, technology and society (SETS) dalam meningkatkan penguasaan konsep Mitigasi Bencana siswa sekolah dasar. Metode yang digunakan pada penelitian ini adalah pre experimental design dengan teknik one group preetest-posttest design. Penelitian ini dilaksakan di kelas V SD Piyungan Bantul D.I Yogyakarta. Hasil penelitian menunjukkan bahwa Bahan ajar tematik bervisi SETS terbukti efektif mampu meningkatkan penguasaan konsep mitigasi bencana siswa. Hal tersebut terbukti dari nilai-nilai statistik menunjukkan angka sigifikansi yang lebih kecil dari 0,05 sehingga hipotesis alternatif yang menyatakan bahwa “Terdapat perbedaan antara skor nilai tes akhir dan skor nilai tes awal kemampuan penguasaan konsep mitigasi bencana”, diterima. Sehingga dapat disimpulkan bahwa behan ajar tematik bervisi SETS efektif dalam meningkatkan penguasaaan konsep mitigasi bencana siswa.
The Use of Quizizz Applications and Its Impact on Higher Order Thinking Skills of Elementary School Teacher Education Students in Elementary Science Learning Etie Novia Rizki; Haryanto Haryanto; Wahyu Kurniawati
International Journal of Elementary Education Vol 6 No 2 (2022): May 2022
Publisher : Universitas Pendidikan Ganesha

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.23887/ijee.v6i2.47686

Abstract

Higher-order thinking skills (HOTS), which should develop in even semester students of PGSD in science learning, have experienced problems due to distance learning during the Covid-19 pandemic. This study aims to analyze the effect of using the Quizizz media application on Higher order thinking skills (HOTS) of PGSD students in science learning. This type of research is a quasi-experimental (quasi-experimental) design with Pretest-Posttest Control Group Design. The population used is the even semester students of the experimental class A2 and the control class A1 totaling 68 students. Sampling using a purposive sampling technique and collecting data using tests and observations. The instrument used in the study was an objective test question: the data analysis technique used descriptive, normality, homogeneity, hypothesis, and ANOVA tests. The results showed that the average score of the post-test results using Quizizz was higher than the post-test scores using Kahoot. Thus, it can be concluded that the Quizizz media application affects students' Higher order thinking skill (HOTS) ability in science learning.
PERSEPSI MAHASISWA PGSD PADA PEMBELAJARAN DARING DI MASA PANDEMI COVID-19 Anang Fathoni; Ali Mustadi; Wahyu Kurniawati
Kwangsan: Jurnal Teknologi Pendidikan Vol 9, No 1 (2021): Kwangsan
Publisher : Balai Besar Guru Penggerak Jawa Timur

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.31800/jtp.kw.v9n1.p107--123

Abstract

SARS-CoV-2 or Coronavirus is a new virus variant that provides new challenges and adaptations for educators, learners, parents, and the wider community. The presence of Covid-19 provides complex problems that arise in the Education world. This research aimed to determine students' perspectives on online learning during the Covid-19 period and the negative side that was felt by students directly due to the existence of Covid-19. This research used a descriptive case study approach. The research was conducted online on May, 5-23 2020. This study's subjects were 38 students of 2nd-semester primary school teacher education, PGRI Yogyakarta University. Data were collected through open interviews via WhatsApp. The data analysis technique used the Bogdan and Biklen model to reduce, look for sub-themes, and look for relationships between sub-themes. The findings show that (1) technology is an essential key during the Covid-19 pandemic and a catalyst for learning that utilizes technology in the Fourth Industrial revolution; (2) the use of technology increases student engagement, and makes learning possible anywhere and anytime; (3) online learning during the Covid-19 pandemic has not run optimally; (4) obstacles that arise in online learning are influenced by gadgets and network conditions (5) online learning has a negative impact on students' physical and mental health; and (6) expectations that arise from students, namely a reduction in the workload, re-explanation from the lecturer on the material, and providing variations in learning. AbstrakVirus Corona (SARS-CoV-2) atau Covid-19 menjadi varian virus baru yang memunculkan tantangan dan adaptasi baru bagi pendidik, peserta didik, orang tua, dan masyarakat luas. Hadirnya Covid-19 memberikan kompleksitas permasalahan yang muncul di dunia Pendidikan. Tujuan penelitian ini adalah untuk mengetahui perspektif mahasiswa tentang pembelajaran daring di masa Covid-19, dan sisi negatif yang dirasakan oleh mahasiswa secara langsung karena adanya Covid-19. Penelitian ini menggunakan pendekatan studi kasus deskriptif. Penelitian ini dilaksanakan pada tanggal 5 - 23 Mei 2020 secara daring. Subyek penelitian ini adalah 38 mahasiswa pendidikan guru sekolah dasar semester 2, Universitas PGRI Yogyakarta. Pengumpulan data dilakukan dengan wawancara terbuka melalui WhatsApp. Teknik analisis data menggunakan model Bogdan dan Biklen melalui reduksi, mencari sub-tema, dan mencari hubungan antar sub-tema. Hasil temuan menunjukkan bahwa (1) teknologi menjadi kunci penting di masa pandemi Covid-19 dan katalisator bagi pembelajaran yang memanfaatkan teknologi di era revolusi industri 4.0; (2) pemanfaatan teknologi meningkatkan keterlibatan mahasiswa, dan membuat belajar dapat dilakukan di mana saja dan kapan saja; (3) pembelajaran daring di masa pandemi Covid-19 belum berjalan secara optimal; (4) hambatan yang muncul dalam pembelajaran daring dipengaruhi oleh gadget dan kondisi jaringan; (5) pembelajaran daring memberikan dampak negatif pada fisik dan mental dari mahasiswa; dan (6)  harapan yang muncul dari mahasiswa yaitu pengurangan beban tugas, penjelasan kembali dari dosen pada materi, dan munculnya variasi pembelajaran.
EFEKTIVITAS PENGGUNAAN APLIKASI QUIZIZZ UNTUK PENILAIAN PEMBELAJARAN Fitri Yeni; Wahyu Kurniawati
Primary: Jurnal Pendidikan Guru Sekolah Dasar Vol 11, No 3 (2022)
Publisher : Laboratorium Program Studi Pendidikan Guru Sekolah Dasar

Show Abstract | Download Original | Original Source | Check in Google Scholar | Full PDF (639.049 KB) | DOI: 10.33578/jpfkip.v11i3.8947

Abstract

 Tujuan penelitian ini adalah untuk mengetahui efektivitas penggunaan aplikasi quizizz untuk penilaian pembelajaran mahasiswa. Jenis penelitian ini adalah penelitian deskriptif kuantitaf, dengan menggunakan teknik penelitian menggunakan angket. Subjek penelitian ini adalah mahasiswa PGSD UPY kelas A3 - 2021 dengan jumlah 34 mahasiswa. Hasil penelitian menunjukan rata-rata persentase keefektifan menunjukan Sangat Setuju (SS) 23,86 %, Setuju (S) 41,37 %, Cukup Setuju (CS) 22,47 %, Tidak Setuju (TS) 6,42 %, Sangat Tidak Setuju (STS) 1,83 %. Penilaian merupakan kewajiban yang harus dilakukan dalam pembelajaran. Penilaian bertujuan untuk melihat sejauhmana keberhasilan, kendala dalam pembelajaran, sehingga penilaian tersebut dapat dijadikan sebagai perbaikan dan umpan balik dalam perbaikan proses pembelajaran. Dengan kondisi saat ini, yang mengharuskan pembelajaran dilakukan secara daring, maka mengharuskan pendidik mencari solusi agar penilaian pembelajaran terus dapat dilakukan secara efektif. Aplikasi quizizz merupakan aplikasi pendidikan berbasis game dan multi permainan yang membuat penilaian menggunakan quizizz lebih menyenangkan karena terdapat unsur permainan didalamnya. Sehingga penggunaan aplikasi quizizz ini efektif unuk digunakan dalam penilaian pembelajaran. 
The Effect of Kahoot on Learning Performance of Prospective Elementary School Teacher in Indonesia Ibnu Salam; Haryanto Haryanto; Wahyu Kurniawati; Gusti Izhar
Jurnal Pendidikan Progresif Vol 12, No 3 (2022): Jurnal Pendidikan Progresif
Publisher : Fakultas Keguruan dan Ilmu Pendidikan, Universitas Lampung

Show Abstract | Download Original | Original Source | Check in Google Scholar | Full PDF (1203.627 KB)

Abstract

Abstract: The Effect of Kahoot on Learning Performance of Prospective Elementary School Teacher in Indonesia. Objectives: This study aims to determine the effect of Media Kahoot on the learning outcomes of prospective elementary school teachers. Methods: This research is a quasi-experimental research, namely by applying the use of Kahoot Media in the experimental class, the treatment is carried out to examine student learning performance. Findings: The average post-test score for the experimental class using Kahoot Media was 87.24 while the average in the Control class was 79.35. So that there is an increase in the average value of 7.89 using Kahoot Media. The use of Kahoot Media on the material characteristics of living things is quite effective for student learning outcomes. Conclusion: It is expected that lecturers and students use Kahoot Media as one of the interesting and interactive supporting media at the school and college level. Keywords: Kahoot, learning outcomes, elementary school teacher Students Abstrak: Dampak Kahoot terhadap Hasil Belajar Mahasiswa Calon Guru Sekolah Dasar di Indonesia. Tujuan: Penelitian bertujuan untuk mengetahui pengaruh Media Kahoot terhadap hasil belajar mahasiswa calon guru sekolah dasar. Metode: Penelitian ini adalah penelitian kuasi eksperimental, yaitu dengan menerapkan penggunaan Media Kahoot dalam kelas eksperimen, perlakuan dilakukan dengan maksud untuk mengkaji hasil belajar mahasiswa. Temuan: Rata-rata nilai post-test kelas eksperimen dengan menggunakan Media Kahoot sebesar 87,24 sedangkan rata-rata di kelas Kontrol sebesar 79,35. Sehingga ada peningkatan rata-rata nilai sebesar 7,89 dengan menggunakan Media Kahoot. Penggunaan Media Kahoot pada materi ciri-ciri makhluk hidup cukup efektif hasil belajar siswa. Kesimpulan: diharapkan kepada dosen dan mahasiswa untuk menggunakan Media Kahoot sebagai salah satu media pendukung yang menarik dan interaktif di tingkat sekolah maupun tingkat perguruan tinggi. Kata kunci: Kahoot, hasil belajar, mahasiswa calon guru sekolah dasar. DOI: http://dx.doi.org/10.23960/jpp.v12.i3.202205/
PENGEMBANGAN PERANGKAT PERKULIAHAN IPA 2 DENGAN PENDEKATAN PROBLEM BASED LEARNING UNTUK MENINGKATKAN KETERAMPILAN HIGHER ORDER THINKING MAHASISWA PROGRAM STUDI PENDIDIKAN GURU SEKOLAH DASAR Wahyu Kurniawati
Elementary School: Jurnal Pendidikan dan Pembelajaran ke-SD-an Vol. 1 No. 1 (2014): Elementary School: (Jurnal Pendidikan dan Pembelajaran ke-SD-an)
Publisher : Universitas PGRI Yogyakarta

Show Abstract | Download Original | Original Source | Check in Google Scholar | Full PDF (385.357 KB) | DOI: 10.31316/esjurnal.v1i1.788

Abstract

The purpose of this activity is to get the science learning valid and effective in its implementation . The focus of these activities are: developing the materials science learning style with pen ¬ problem based learning approach to improve higher order thinking skills and test the effectiveness of student learning devices produced in the class . Tests performed on UPY PGSD student class of 2011 . Stages of software development by arranging lectures dimualai Syllabus , Course Implementation Plan , Student Worksheet , Teaching Material and Evaluation Problem . Based on the results of the validation is known that the validity of the lecture ( Va ) is 4.13 are valid criteria . The results of the study Implemantasi known that more than 90 % of students still think the low levels of C1 , C3 C2dan , whereas for C4 to C6 cognitive less than 50 % of students were able to master it on the first meeting . At the second meeting in which the changes occur 76.47 % of the students have been able to think at the level of C3 , C4 at the level of 23.52 % , 20.58 % and 12.76 % levels C5 C6 level at the first meeting where less than 12 % of students who able to think at the level of C4 - C6 . Average percentage of student activities at the Meeting 1 Meeting at 71.12 % and 72.94 % 2 of which included the high category . The device lectures IPA Problem Based Learning Model appropriate if applied in class because > 80 % of students gave positive responses to the lecture model of Problem Based Learning IPA