Mitra Pramita
Faculty Of Education And Teacher Training, Universitas Lambung Mangkurat

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Meningkatkan Karakter Mandiri Dan Hasil Belajar Matematika Siswa Melalui Model Pembelajaran Kooperatif Tipe Think Pair Share (Tps) Di Kelas VIII-C SMPN 13 Banjarmasin Pasani, Chairil Faif; Pramita, Mitra
Jurnal Pendidikan Matematika Vol 1, No 2 (2014)
Publisher : iain antasari

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.18592/jpm.v1i2.48

Abstract

Penelitian ini dirancang dan dilaksanakan menggunakan Penelitian Tindakan Kelas sebanyak dua siklus. Setiap  siklus terdiri dari empat kali pertemuan. Subjek dalam penelitian ini adalah siswa kelas VIII-C SMP Negeri 13 Banjarmasin tahun pelajaran 2013/2014 yang berjumlah 30 siswa. Objek penelitian adalah karakter mandiri siswa dan hasil belajar siswa pada materi SPLDV. Teknik pengumpulan data menggunakan teknik observasi, tes, dan dokumentasi.Pencapaian nilai karakter mandiri dalam proses pembelajaran matematika dengan menggunakan model kooperatif tipe TPS cenderung meningkat, dari hasil penelitian menunjukkan pencapaian nilai karakter mandiri selama dua siklus menunjukkan kualifikasi karakter Menjadi Kebiasaan (MK) sebesar 6,67%. Hasil belajar siswa setelah mengikuti proses pembelajaran matematika juga meningkat dari siklus I termasuk dalam kualifikasi baik menjadi amat baik pada siklus II.Kata Kunci: Karakter Mandiri, Hasil Belajar, Model Kooperatif  Tipe TPS
THE USE OF BLENDED COOPERATIVE LEARNING MODEL IN INTRODUCTION TO DIGITAL SYSTEMS LEARNING Sukmawati, R. Ati; Pramita, Mitra; Purba, Harja Santana; Utami, Bekti
Indonesian Journal on Learning and Advanced Education (IJOLAE) Vol. 2, No. 2, July 2020
Publisher : Faculty of Teacher Training and Education, Universitas Muhammadiyah Surakarta

Show Abstract | Download Original | Original Source | Check in Google Scholar | Full PDF (3211.486 KB) | DOI: 10.23917/ijolae.v2i2.9263

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The purpose of this study is to analyze student learning outcomes in the application of the blended cooperative learning model, and analyze students' perceptions about the application of the cooperative blended learning model. Quantitative and qualitative research methods were used together with 91 subjects as participants in Introduction to Digital Systems academic year 2018/2019. Data was collected by tests, questionnaires, observations and video recordings. The results showed that the student learning outcomes were in the sufficient category. Students showed a positive perception of the implementation of the blended cooperative learning model, but they still need more encouragement to be more independent in learning.
IMPLEMENTASI GAMIFIKASI PADA PENGEMBANGAN MULTIMEDIA PEMBELAJARAN INTERAKTIF DENGAN METODE DRILL AND PRACTICE R Ati Sukmawati; Muhammad Hifdzi Adini; Mitra Pramita; Akhmad Rizqan
EDU-MAT: Jurnal Pendidikan Matematika Vol 9, No 2 (2021)
Publisher : Universitas Lambung Mangkurat

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.20527/edumat.v9i2.11728

Abstract

Tujuan dari penelitian ini yaitu mengembangkan sebuah media pembelajaran interkatif untuk materi Sistem Persmaan Liner Dua Variabel. Materi disajikan dengan metode pembelajaran Drill and Practice dengan memberikan banyak soal latihan. Untuk meningkatkan minat dan ketertarikan siswa dalam belajar, pada media pembelajaran diimplementasikan sejumlah elemen gamifikasi seperti badges, leaderboards, dan experience point. Media pembelajaran dikembangan menggunakan konsep System Development Life Cycle (SDLC) yaitu planning, analysis, design dan implementation. Hasil dari penelitian ini yaitu sebuah media pembelajaran interaktif untuk materi Sistem Persamaan Linier Dua Variabel. Fungsionalitas media pembelajaran diuji dengan menggunakan metode Black Box. Berdasarkan hasil pengujian fungsionalitas, semua fitur pada aplikasi media pembelajaran yang dikembangkan dapat berfungsi dengan baik. Selanjutnya dilakukan validasi materi dan media yang dilakukan masing-masing oleh dua orang ahli. Hasil validasi materi dan media menunjukkan bahan ajar dan media sudah valid untuk digunakan. Kata kunci: media pembelajaran, drill and practice, gamifikasi Abstract: The purpose of this research is to develop an interactive learning media for the material of Two Variable Linear Equation System. The material is presented using the Drill and Practice learning method by providing lots of practice questions. To increase students' interest and interest in learning, in the learning media a number of gamification elements are implemented such as badges, leaderboards, and experience points. The learning media was developed using the System Development Life Cycle (SDLC) concept, namely planning, analysis, design and implementation. The result of this research is an interactive learning media for the material of Two Variable Linear Equation System. The functionality of the learning media was tested using the Black Box method. Based on the results of functionality testing, all features in the developed learning media application can function properly. Furthermore, material and media validation was carried out by two experts respectively. The results of material and media validation show that teaching materials and media are valid to use. Keywords: learning media, drill and practice, gamification
IMPLEMENTASI DESAIN PEMBELAJARAN PADA KURIKULUM 2013 DENGAN PENDEKATAN KONTEKSTUAL Mitra Pramita; Sri Mulyati; Hery Susanto
Jurnal Pendidikan: Teori, Penelitian, dan Pengembangan Vol.1, No.3, Maret 2016
Publisher : Graduate School of Universitas Negeri Malang

Show Abstract | Download Original | Original Source | Check in Google Scholar | Full PDF (549.893 KB) | DOI: 10.17977/jp.v1i3.6150

Abstract

This purpose of this research is to describe the process and the learning implementation on 2013 curriculum, social arithmetic lesson using contextual approach. The research used was descriptive qualitative research that had been done at Seventh grade students of SMPN 13 Banjarmasin. This research used contextual approach that had been designed on lesson plan and used student worksheet that had been arranged and was based on contextual approach. The result of this research showed that learning mathematic lesson social arithmetic with contextual approach which consist of seven components that are able to make students involve actively in teaching and learning process. This could be a guidance of one of alternative ways in learning mathematic activity by using contextual approach on junior high school in 2013 curriculum.Penelitian ini bertujuan untuk mendeskripsikan proses dan hasil implementasi desain pembelajaran pada kurikulum 2013 materi aritmetika sosial menggunakan pendekatan kontekstual. Jenis penelitian yang digunakan adalah penelitian deskriptif kualitatif yang dilaksanakan di SMPN 13 Banjarmasin. Subjek dalam penelitian ini adalah siswa kelas VII-B SMPN 13 Banjarmasin. Penelitian ini menggunakan pendekatan kontekstual yang dirancang pada rencana pembelajaran dan menggunakan LKS yang telah disusun berdasarkan pendekatan kontekstual. Hasil penelitian ini menunjukkan bahwa pembelajaran matematika materi aritmetika sosial dengan pendekatan kontekstual yang memuat 7 komponen didalamnya mampu membuat siswa terlibat aktif dalam kegiatan belajar mengajar di kelas. Hal ini bisa dijadikan pedoman sebagai salah satu alternatif dalam pelaksanaan kegiatan pembelajaran matematika dengan menggunakan pendekatan kontekstual di SMP pada kurikulum 2013.
Learning Outcomes and Student’s Self-Regulation in Mathematics Using Online Interactive Multimedia Harja Santana Purba; Mitra Pramita; R. Ati Sukmawati; Delsika Pramata Sari; Rizaldi Aprilian
JTAM (Jurnal Teori dan Aplikasi Matematika) Vol 6, No 1 (2022): January
Publisher : Universitas Muhammadiyah Mataram

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.31764/jtam.v6i1.5751

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The policy of studying at home requires students to organize their learning. The ability of students to manage their own learning is also known as self-regulation learning (SRL) ability. Interactive multimedia in learning is expected to help students manage their learning independently. This study aims to describe student’s SRL ability and learning outcomes in mathematics learning with the help of interactive multimedia. It is also to analyze the relationship between SRL and student learning outcomes after learning mathematics with the help of interactive multimedia. This research is descriptive that involved 274 of 7th grader students. Data were collected using tests and questionnaires. The data analysis technique used descriptive statistics and simple linear regression. The results showed that the students' average SRL in the medium category and student learning outcomes were enough. Student self-regulation learning has a positive effect on learning outcomes. Thus, interactive multimedia makes students more independent in learning to increase their self-regulation learning abilities and ultimately improve their learning outcomes. Therefore, to foster students' SRL skills, teachers can use interactive multimedia as an alternative media in learning mathematics.
PELATIHAN PEMBUATAN MEDIA PEMBELAJARAN INTERAKTIF MENGGUNAKAN ISPRING UNTUK GURU SD Harja Santana Purba; Mitra Pramita; Delsika Pramata Sari
JCES (Journal of Character Education Society) Vol 5, No 2 (2022): April
Publisher : Universitas Muhammadiyah Mataram

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.31764/jces.v5i2.6369

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Abstrak: Tujuan pengabdian kepada masyarakat (PkM) ini adalah memberikan pelatihan pembuatan media pembelajaran interaktif menggunakan iSpring dalam mengoptimalisasikan pembelajaran untuk guru SD Tanah Bumbu. Metode yang digunakan dalam kegiatan pelatihan pembuatan media pembelajaran interaktif menggunakan iSpring dalam mengoptimalisasikan pembelajaran, yaitu (1) memberikan penjelasan tentang aplikasi iSpring secara mendasar, (2) mengenalkan pengembangan media pembelajaran menggunakan iSpring, dan (3) diskusi dan tanya jawab antara narasumber dan peserta pelatihan. Metode penjaringan peserta dilakukan dengan bekerjasama dengan Kelompok Kerja Guru (KKG) SD Kabupaten Tanah Bumbu. Peserta pelatihan sebanyak 29 guru dari beberapa sekolah. Berdasarkan simpulan survei dengan Google Form yang dilakukan oleh tim PkM, diperoleh bahwa guru-guru SD di Kabupaten Tanah Bumbu sebagai peserta memberikan respon positif terhadap kegiatan pelatihan pembuatan media pembelajaran interaktif menggunakan iSpring. Kegiatan pelatihan ini hendaknya dilakukan secara berkelanjutan dalam implementasi penggunaan aplikasi iSpring yang dilakukan guru-guru tidak terbatas hanya di tingkat SD tetapi juga di tangkat SMP, dan SMA.Abstract:  The aim of this community service was to provide training in making interactive learning media using iSpring in optimizing learning for Tanah Bumbu Elementary School teachers. The methods used in the training activities for making interactive learning media using iSpring in optimizing learning, namely (1) providing an explanation of the basic iSpring application, (2) introducing the development of learning media using iSpring, and (3) discussing and asking questions. The method of selecting participants was carried out in collaboration with the Teacher Working Group of Elementary School in Tanah Bumbu Regency. The training participants were 29 teachers from several schools. Based on the conclusion of a survey using Google Forms conducted by the community service team, it was found that elementary school teachers in Tanah Bumbu Regency as participants gave a positive response to training activities for making interactive learning media using iSpring. This training activity should be carried out continuously in the implementation of the use of the iSpring application by teachers not only at the elementary level but also at the junior high, and high school.
Pelatihan Pemanfaatan E-Commerce Sebagai Media Promosi Online (Studi Kasus: tokotalk.com) Muhammad Hifdzi Adini; Harja Santana Purba; Mitra Pramita
Bubungan Tinggi: Jurnal Pengabdian Masyarakat Vol 3, No 3 (2021)
Publisher : Universitas Lambung Mangkurat

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.20527/btjpm.v3i3.2474

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Banjarmasin merupakan salah satu kota yang banyak terdapat kegiatan usaha mikro, kecil dan menengah (UMKM). Data yang diperoleh dari Dinas Koperasi, Usaha Kecil dan Menengah Provinsi Kalimantan Selatan, pada tahun 2017 tercatat ada sebanyak 33.781 usaha kategori UMKM. Salah satu upaya yang dapat dilkukan untuk membantu masalah tersebut yaitu dengan melakukan promsi produk atau jasa secara daring. Perkembangan teknologi internet yang semakin cepat seharusnya dapat dimaksimalkan untuk mendukung usaha. Wesbite merupakan salah satu media daring yang dapat dimanfaatkan oleh pengusaha UMKM. Program pengabdian yang akan dilakukan yaitu tim pengabdian memberikan pelatihan pengelolaan website yang berguna bagi UMKM Kota Banjarmasin sebagai media promosi dan penyampaian informasi terkait dengan produk atau jasa yang ditawarkan. Terdapat 73 peserta yang mengikuti pelatihan. Berdasarkan hasil kuesioner yang dibagikan kepada peserta kegiatan, 83% peserta menyatakan bahwa sesi tanya jawab (diskusi) pada webinar berjalan efektif hal ini menunjukan bahwa kegiatan berlangsung cukup baik. Banjarmasin is one of the cities with many micro, small and medium enterprises (MSME) activities. Data obtained from the Office of Cooperatives, Small and Medium Enterprises of South Kalimantan Province, in 2017, there were 33,781 businesses in the MSME category. One of the efforts that can be done to help with this problem is by promoting products or services online. The rapid development of internet technology should be maximized to support business. Website is one of the online media that MSME entrepreneurs can use. The service program that will be carried out is that the service team provides website management training useful for MSMEs in the City of Banjarmasin to promote and deliver information related to the products or services offered. Seventy-three participants attended the training. Based on the questionnaire results distributed to the activity participants, 83% of the participants stated that the question and answer session (discussion) at the webinar was effective; this indicates that the activity was going quite well. 
Media Evaluasi Pembelajaran Berbasis Kahoot! Untuk Guru SD di Kabupaten Tanah Bumbu Mitra Pramita; R Ati Sukmawati; Muhammad Hifdzi Adini; Ilahidah Fah Ngestu; Thari Maulida Noorsafitri
Bubungan Tinggi: Jurnal Pengabdian Masyarakat Vol 3, No 4 (2021)
Publisher : Universitas Lambung Mangkurat

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.20527/btjpm.v3i4.3854

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Permasalahan yang dialami guru-guru di sekolah mitra yaitu kurangnya pengetahuan terhadap teknologi dalam pembelajaran yang dapat membantu pekerjaan guru menjadi lebih mudah dan menarik. Hal ini menjadi catatan untuk guru agar bisa membuat pembelajaran yang menarik dan lebih kreatif. Pada pembelajaran maupun latihan evaluasi guru bisa memberikan pembelajaran yang menarik dan kreatif dengan menggunakan aplikasi. Aplikasi yang memungkinkan untuk guru salah satunya adalah Aplikasi Kahoot!. Penggunaan aplikasi Kahoot! yang memanfaatkan teknologi dirasa akan lebih menarik dan efisien dibandingkan peserta didik harus menuliskan jawabannya dikertas. Kegiatan pengabdian ini bertujuan untuk memberikan pengetahuan tentang Aplikasi Kahoot! sebagai media evaluasi yang dapat digunakan oleh guru-guru SD di Kabupaten Tanah Bumbu dalam pembelajaran. Pelatihan dilaksanakan pada hari Rabu, 23 Juni 2021 secara tatap muka dengan mematuhi protokol kesehatan dihadiri oleh 29 orang guru SD di Kabupaten Tanah Bumbu. Metode yang digunakan yaitu metode ceramah, metode demonstrasi, diskusi dan tanya jawab. Hasil kegiatan yang telah dilaksanakan untuk guru-guru SD di Kabupaten Tanah Bumbu yaitu pelatihan dapat memberikan manfaat, pemahaman dan kemampuan guru dalam membuat media evalusi menggunakan aplikasi Kahoot! melalui keterlibatan secara aktif dan rata-rata peserta memberikan respon positif terhadap pelatihan yang diberikan.The problem experienced by teachers in partner schools is the lack of knowledge of technology in learning that can help teachers' work become more accessible and more interesting. This is a record for teachers to be able to make learning exciting and more creative. In learning and evaluation exercises, teachers can provide interesting and creative learning by using applications. The application that allows for teachers of them is the Kahoot! Application. Kahoot Applications that utilize technology are felt to be more attractive and efficient than learners must write the answers on the thread. This devotional activity aims to provide knowledge about Kahoot Application as an evaluation medium that elementary teachers can use in Tanah Bumbu Regency in learning. On Wednesday, June 23, 2021, the training was face-to-face by complying with health protocols attended by 29 elementary school teachers in Tanah Bumbu Regency. The methods used are lecture methods, demonstration methods, discussions and Q&A. The results of activities that have been carried out for elementary school teachers in Tanah Bumbu Regency, namely training, can provide benefits, understanding and ability of teachers in making evalusion media using kahoot application through active involvement and the average participant gives a positive response to the training provided. 
Optimalisasi Penggunaan Facebook untuk Pengelolaan Kelas Dalam Jaringan (Daring) pada Masa Pandemi Covid 19 Mitra Pramita; Andi Ichsan Mahardika; R Ati Sukmawati
Bubungan Tinggi: Jurnal Pengabdian Masyarakat Vol 3, No 3 (2021)
Publisher : Universitas Lambung Mangkurat

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.20527/btjpm.v3i3.2475

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Teknologi informasi dan komunikasi memiliki peranan penting pada kehidupan masa ini dan masa yang akan datang, salah satunya yaitu pada bidang pendidikan. Kurangnya pengetahuan masyarakat dalam memanfaatkan media sosial untuk membantu proses pembelajaran dimasa pandemi Covid-19 seperti sekarang ini. Kelas daring melalui Facebook merupakan solusi pembelajaran yang dapat dimanfaatkan oleh guru maupun pemerhati pendidikan lewat kegiatan pengenalan dan pembekalan dalam penggunaan Facebook untuk pengelolaan kelas daring. Tujuan kegiatan pelatihan pada pengabdian ini yaitu untuk memberikan pengetahuan tentang bagaimana cara membuat dan menerapkan pengelolaan kelas daring menggunakan Facebook dalam pembelajaran pada masa pandemi covid-19. Pelatihan dilaksanakan secara daring menggunakan zoom meeting dan live youtube Pilkom pada tanggal 5 September 2020 dihadiri oleh guru dan pemerhati pendidikan berjumlah sebanyak 252 orang. Kegiatan pelatihan ini mendapat respon sebesar 61,11% atau 154 peserta memberikan respon sangat positif dan sebesar 38,89% atau 48 peserta memberikan respon positif terhadap kegiatan pengabdian ini. Analisis lebih mendalam terhadap butir–butir instrumen diperoleh gambaran sebagai berikut. Sebesar 56% Peserta pelatihan penyatakan bahwa materi yang dibawakan sesuai dengan pekerjaan sehari-hari/permasalahan yang dihadapi saat ini sehingga sangat membantu dalam proses pembelajaran sedangkan sebesar 44% menyatakan penyampaian materi sangat baik dan mudah dipahami sehingga sangat terbantu dan proses pembelajaran dapat berjalan dengan efektif.Information and communication technology has an important role in life today and in the future, one of which is education—lack of public knowledge in using social media to help the learning process during the Covid-19 pandemic today. Online classes through Facebook are a learning solution that teachers and education observers can utilize through introduction and debriefing activities on Facebook for online classroom management. This service training activity aims to provide knowledge about how to create and implement online classroom management using Facebook in learning during the COVID-19 pandemic. The training was held online using a zoom meeting and Pilkom's live youtube on September 5, 2020, attended by 252 teachers and education observers. This training activity received 61.11% or 154 participants, who gave a very positive response, and 38.89% or 48 participants responded positively. More in-depth analysis of the items of the instrument obtained the following picture. 56% of the training participants stated that the material presented was following their daily work/problems faced at this time so that it was very helpful in the learning process, while 44% stated that the delivery of the material was very good and easy to understand so it was very helpful and the learning process could run effectively. 
The Use of Blended Cooperative Learning Model in Introduction to Digital Systems Learning R. Ati Sukmawati; Mitra Pramita; Harja Santana Purba; Bekti Utami
Indonesian Journal on Learning and Advanced Education (IJOLAE) Vol. 2, No. 2, July 2020
Publisher : Faculty of Teacher Training and Education, Universitas Muhammadiyah Surakarta, Indonesia

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.23917/ijolae.v2i2.9263

Abstract

The purpose of this study is to analyze student learning outcomes in the application of the blended cooperative learning model, and analyze students' perceptions about the application of the cooperative blended learning model. Quantitative and qualitative research methods were used together with 91 subjects as participants in Introduction to Digital Systems academic year 2018/2019. Data was collected by tests, questionnaires, observations and video recordings. The results showed that the student learning outcomes were in the sufficient category. Students showed a positive perception of the implementation of the blended cooperative learning model, but they still need more encouragement to be more independent in learning.