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Journal : Cakrawala Pendidikan

VOCATIONAL AND SENIOR HIGH SCHOOL PROFESSIONAL TEACHERS IN INDUSTRY 4.0 Sunaryo Soenarto; Sugito Sugito; Suyanta Suyanta; Siswantoyo Siswantoyo; Marwanti Marwanti
Jurnal Cakrawala Pendidikan Vol 39, No 3 (2020): CAKRAWALA PENDIDIKAN, VOL. 39, NO. 3, OCTOBER 2020
Publisher : LPMPP Universitas Negeri Yogyakarta

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.21831/cp.v39i3.32926

Abstract

The teacher certification program has been implemented since 2007, yet the society has not optimally experienced the quality improvement of secondary education in Industry 4.0. This study aims to examine vocational and senior high school teacher professionalism in the age of Industry 4.0 in developing learning. This study employed the survey method with quantitative descriptive analysis. The sample of this study was taken from two provinces in Indonesia, namely Yogyakarta Special Region and West Borneo. The data were collected from 113 vocational and senior high school teachers using random purposive sampling. The instruments used in this research were open-ended and close-ended questionnaires. The results of this study show that there is still a low number of teachers with a Master’s degree; however, teachers participate in various capacity building training programs. Moreover, the most common training programs for the teachers are on classroom action research, scientific journal publications, curriculum development, and updating teaching materials. Furthermore, it is found that the number of journal articles published by vocational and senior high school teachers in the two provinces is still low, and as a result, bottleneck problems may occur in their career promotion. 
Augmented reality mobile app-based multimedia learning of pencak silat to enhance the junior high school students’ learning outcomes Nur Rohmah Muktiani; Soegiyanto Soegiyanto; Siswantoyo Siswantoyo; Setya Rahayu; Hedi Ardiyanto Hermawan
Jurnal Cakrawala Pendidikan Vol 41, No 2 (2022): Cakrawala Pendidikan (June 2022)
Publisher : LPMPP Universitas Negeri Yogyakarta

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.21831/cp.v41i2.49217

Abstract

The present study aims to produce Augmented Reality Mobile App-based multimedia of Pencak silat learning for junior high school students. APPED Research and Development model was applied by following several stages, including Analysis and Initial Research, Design, Production, Evaluation, and Dissemination. The data were collected using questionnaire and tests. The product was evaluated in three stages, namely one to one, small group, and field (effectivity test) evaluation. Three material experts were involved in rating the product validation with a mean of 4.77 (very good). Meanwhile, mean score from three Media Experts was 4.80 (very good). The mean score of product evaluation for one-to-one evaluation was at 4.62 (very good), the small group at 4.80 (very good), and the field at 4.56 (very good). A significant improvement was detected from the mean score of the learning outcomes from pretest to posttest (p=0.0000.05). Therefore, it can be concluded that Augmented Reality Mobile App-based multimedia of Pencak silat learning was effective to improve JHS students’ achievement and was able to be used in the Pencak silat learning for JHS students.
Identifying student needs in english for information technology at the post-secondary level Diyar Nurmetov; Siswantoyo Siswantoyo; Nataša Bakić-Mirić; Asel Chaklikova
Jurnal Cakrawala Pendidikan Vol 42, No 1 (2023): Cakrawala Pendidikan (February 2023)
Publisher : LPMPP Universitas Negeri Yogyakarta

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.21831/cp.v42i1.52373

Abstract

Mastering English language skills has been indispensable in every sphere of life and in every profession, and Information Technology (IT) as a field is no exception as it perpetually develops and changes. This is a survey study aiming at identifying English language needs of IT specialists working both domestically and abroad, by involving 85 alumni form three Kazakhstani IT institutes. The data were collected through a needs analysis questionnaire for post-secondary level ESP course and were analysed through descriptive percentages. The results of the study revealed that reading, listening, and speaking were the most essential skills for IT professionals for successful performance at work. Reading technical documentations and professional blogs aids specialists in solving common challenges in their industry, whereas listening and watching professionally oriented videos increases their qualification. Additionally, the study implies that there may have been a mismatch between university-level ESP curricula and professional English language proficiency.
Game-based rhythmic gymnastics exercise models to develop gross motor skills for primary school students Fajar Sri Wahyuniati; M Furqon Hidayatullah; Sapta Kunta Purnama; Siswantoyo Siswantoyo; Tomoliyus Tomoliyus
Jurnal Cakrawala Pendidikan Vol 42, No 1 (2023): Cakrawala Pendidikan (February 2023)
Publisher : LPMPP Universitas Negeri Yogyakarta

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.21831/cp.v42i1.46027

Abstract

This research aims to develop game-based rhythmic gymnastics exercise models for primary school students, who have rhythmic gymnastics as a compulsory program in their curriculum. The sequential mixed method was employed to evaluate the exercise model. The data were analyzed using thematic qualitative analysis and expert’s judgement, in which the latter was designed to incorporate quantitative data. The experts in this research included 7 experts who are either academic instructors or professionals. Delphi method was used to collect the data and a Likert-scale questionnaire with a range of 1 to 4 was also employed along with Aiken's formula. This research formulated three models of rhythmic gymnastics exercise from the document analysis stage which include a jump exercise model with a seven-post circuit, pivot exercise model with a three-post circuit, and balance exercise model with a six-post circuit. Following the experts’ judgements, the models for jump, pivot, and balance games were considered to be excellent models for potential implementation in primary schools
The values of leadership in badminton game Amat Komari; Sugiyono Sugiyono; Siswantoyo Siswantoyo; Agus Susworo Dwi Marhaendro; Suhadi Suhadi; Muhamad Nanang Solikhin; Yanuar Rachman Sadewa
Jurnal Cakrawala Pendidikan Vol 42, No 3 (2023): Cakrawala Pendidikan (October 2023)
Publisher : LPMPP Universitas Negeri Yogyakarta

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.21831/cp.v42i3.58329

Abstract

The values in sport settings have long been discussed in the literature, including the ones in the context of badminton. Despite there have been many leadership values in the literature, there is no explicit leadership value coming from research in badminton. Therefore, the purpose of the current study was to investigate the values of leadership being learned from the badminton game and develop value products through Research and Development. The research method used was a mixed method. Participants of the study included 7 former badminton players having leadership positions and 122 students in physical education teacher education program. Data were collected through in-depth interviews and survey. The results of these interviews were then interpreted, reduced, and given codes so that the values of leadership in badminton were obtained converging. The results of the research on leadership values in badminton games included (1) knowing the boundaries of territory (2) realizing the limits of authority (3) working together (4) obeying rules (5) keeping secrets (6) depth of knowledge (7) elegant decisions (8) obeying superiors (9) act with heart. The value products have been implemented and measured their effectiveness. It concludes that badminton provides opportunities to learn and develop leadership competencies. The value products are effective as a model for teaching leadership through badminton.