Supriyadi Supriyadi
Universitas Negeri Semarang, Indonesia

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Desain Model Pembelajaran ethno-discovery-project (edp): Misi Ketiga Perguruan Tinggi Dalam Pembelajaran Sains Muslimah Susilayati; Wahyu Hardyanto; Supriyadi Supriyadi; Arif Widyatmoko
Prosiding Seminar Nasional Pascasarjana Vol. 5 No. 1 (2022)
Publisher : Pascasarjana Universitas Negeri Semarang

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Abstrak. Misi ketiga (The Third Mission) perguruan tinggi meniscayakan sinergi dengan pemerintah dan dunia usaha/industri di era digital. Misi yang mengubah paradigma tradisional menuju masyarakat modern berbasis pengetahuan. Perguruan tinggi tidak hanya unggul dalam pendidikan, penelitian, dan trasfer pengetahuan saja, tetapi juga harus berdampak pada sosial-ekonomi. Peran dan misi ketiga perguruan tinggi ini sejalan dengan tagihan dalam instrumen akreditasi program studi (IAPS). Desain model pembelajaran ethno-discovery-learning (edp) dapat menjadi salah satu alternatif dalam upaya pencapaian misi ketiga (TM) perguruan tinggi dalam pembelajaran sains. Artikel ini menyajikan desain model pembelajaran ethno-discovery-project (edp) yang bertujuan menjembatani sinergi perguruan tinggi, pemerintah, dan industri sebagai misi ketiga (TM) perguruan tinggi di era digital yang dapat diterapkan pada prodi Tadris IPA. TM dalam pembelajaran IPA dan keterlaksanaan sinergi perguruan tinggi, pemerintah, dan industri didiskusikan dalam artikel ini. Abstract. The third mission of higher education requires synergies with the government and the business/industry world in the digital era. A mission that changes the traditional paradigm to a modern knowledge-based society. Higher education not only excels in education, research, and knowledge transfer, but also has an impact on socio-economics. The roles and missions of these three universities are in line with the bill in the study program accreditation instrument (IAPS). The design of the ethno-discovery-learning (EDP) learning model can be an alternative in the effort to achieve the third mission (TM) of higher education in science learning. This article presents the design of the ethno-discovery-project (EDP) learning model which aims to bridge the synergy of universities, government, and industry as the third mission (TM) of higher education in the digital era that can be applied to the Tadris Science study program. TM in science learning and the implementation of synergies between universities, government, and industry are discussed in this article.
Evaluasi Hasil Belajar Siswa Mata Pelajaran Matematika Pada SMPN 1 Sape Kabupaten Bima Sahrul Sahrul; Supriyadi Supriyadi; Syamsuddin Syamsuddin
Prosiding Seminar Nasional Pascasarjana Vol. 5 No. 1 (2022)
Publisher : Pascasarjana Universitas Negeri Semarang

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Tujuan penelitian ini untuk mengetahui hasil belajar siswa dalam menyelesaikan soal cerita matematika pada pokok bahasan pecahan. adapun yang menjadi subyek dalam penelitian ini adalah siswa kelas VII-G, VII-H, VII-I VII-J SMPN 1 Sape Kabupaten Bima yang berjumlah 120 orang. Penelitian ini merupakan penelitian kuantitatif. Berdasarkan hasil pengamatan siswa masih kurang mampu menyelesaikan soal cerita pada matapelajaran matematika khususnya materi pecahan. Ada beberapa faktor penyebapnya yaitu 1) siswa pada waktu duduk di sekolah dasar guru jarang memberikan soal cerita, 2) siswa kurang menguasi pada pembelajaran dasar matematika seperti perkalian, pembagian dan pengurangan, 3) siswa kurang mampu memahami kalimat matematika dalam soal cerita 4) siswa tidak bisa menganalisa kalimat matematika. Data dalam penelitian ini diperoleh dengan menggunakan tes, observasi, wawancara, dan catatan lapangan. Hasil penelitian bahwa 58,5% siswa mengalami kurang mampu menyelesaikan soal cerita sehingga siswa masih banyak yang merasakan kesulitan terutama pada materi soal pecahan. Hasil wawancara dengan guru matapelajaran matematika Hasil wawancara bersama guru mata pelajaran matematika Surya Irawan mengatakan bahwa siswa masih kurang mampu menyelesaikan dan memehami soal cerita dikarenakan siswa tidak bisa merubah kalimat cerita kedalam model mtemaika, tidak sering melatih diri dan mengerjakannya sehingga timbul kurang paham dan sebagainya, serta bagaimana cara menyelesaikan soal secara tepat. Adapun manfaat penelitan meningkatkan kemampuan siswa The purpose of this study was to determine student learning outcomes in solving math story problems on the subject of fractions. The subjects in this study were students of class VII-G, VII-H, VII-I VII-J of SMPN 1 Sape, Bima Regency, totaling 120 people. This research is a quantitative research. Based on observations, students are still less able to solve story problems in mathematics subjects, especially fractions. There are several factors that cause it, namely 1) students when sitting in elementary school teachers rarely give story questions, 2) students lack mastery in basic mathematics learning such as multiplication, division and subtraction, 3) students are less able to understand mathematical sentences in story problems 4) students cannot analyze mathematical sentences. The data in this study were obtained using tests, observations, interviews, and field notes. The results showed that 58.5% of students were less able to solve story problems so that many students still felt difficulties, especially in the matter of fractions. The results of interviews with mathematics subject teachers Surya Irawan said that students still had difficulty working on story problems because students were still not very careful in reading and understanding sentence by sentence and about what was known in the questions and what was asked, and how to solve the questions correctly. The benefits of this research are to improve students' ability.
The Needs Analysis for the Development of an Ethnoecological-STEAM Project-Based Learning Model with the Utilization of Water Hyacinth to Improve 21st Century 4C Skills for Students as Science Teacher Candidates M. Hidayatur Rohman; Putut Marwoto; Sunyoto Eko Nugroho; Supriyadi Supriyadi
International Conference on Science, Education, and Technology Vol. 9 (2023)
Publisher : Universitas Negeri Semarang

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Students need to master 21st-century skills from primary education to higher education, the aim is to respond to the paradigms and characteristics of 21st-century education. One of the activities to answer the challenges of 21st-century education is the development of learning models. This study aims to analyze the need to develop learning models to improve 21st-century skills for prospective science teacher students. The research method used is an Exploratory Sequential Mixed Methods Design with three stages, while the general procedure for developing learning models uses the ADDIE method (Analyze, Design, Develop, Implement, and Evaluate). The needs analysis in this research is part of the qualitative exploration stage related to the first stage of data collection, and the second stage is about the draft model development, or in the ADDIE method, it is included in the analysis and design stage. The research subjects were 10 science lecturers, 33 science education students, and 37 science teachers at junior high schools in the Semarang district. The innovative model developed is an Ethnoecological-STEAM project-based learning model (PjBL E-STEAM) with the utilization of water hyacinth to improve 21st-century 4C skills for students as science teachers’ candidates. The results of the needs analysis are the initial product of the model development that will be piloted, namely the syntax of the PjBL E-STEAM model (Learn, Discuss, Perform, Elaborate, Convey, Practice, Evaluate, and Use), the PjBL E-STEAM based Learning Module, and instruments to measure 21st-century 4C skills.
Pengembangan Pop-Up Book sebagai Media Pembelajaran di Kelas IV Sekolah Dasar Ahmad Syaikhoni; Yeri Sutopo; Supriyadi Supriyadi
EDUKATIF : JURNAL ILMU PENDIDIKAN Vol 6, No 1 (2024): February
Publisher : Universitas Pahlawan Tuanku Tambusai

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.31004/edukatif.v6i1.5849

Abstract

Pengembangan media berbasis konkret berupa media pop-up book sesuai tahap perkembangan kognitif peserta didik kelas IV perlu dilakukan menggunakan model pengembangan yang harus dipahami oleh guru. Penelitian ini memiliki tujuan untuk melihat bagaimana pop-up book dikembangkan dalam pembelajaran di kelas IV SD dan bagaimana tingkat kelayakan berdasarkan hasil validasi ahli. Metode penelitian yang dilakukan dalam penelitian ini berupa literatur review yang termasuk dalam metode kualitatif, dimana dalam penelitian ini dilakukan review terhadap artikel yang bersumber dari google schoolar dengan bantuan mesin pencari POP (Publish or Perish) dengan memasukkan kata kunci “Pengembangan Media ­pop-up book” pada menu keyword, rentang tahun 2021-2023 dan dengan batasan pencarian 100 artikel untuk melalui tahap seleksi hingga terkumpul 11 artikel sesuai dengan fokus penelitian dan kriteria yang sudah ditentukan. Hasil penelitian ini menunjukkan bahwa media pop-up book dikembangkan menggunakan tiga model pengembangan yaitu ADDIE (Analysis, Design, Development, Implementation, and Evaluation), DDDD (Decide, Design, Develop, and Disseminate), dan Borg and Gall. Presentase model pengembangan yang digunakan yaitu ADDIE (45%), DDDD (36%), dan Borg and Gall (18%). Seluruh artikel yang direview menginformasikan bahwa media pop-up book yang telah dikembangkan dinyatakan layak untuk digunakan dalam mendukung pembelajaran di kelas IV sekolah dasar