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PERAN PEMBELAJARAN IPS DAN PEMBANGUNAN KARAKTER BANGSA Basori, Muhamad
JURNAL PENDIDIKAN DASAR NUSANTARA Vol 1 (2015)
Publisher : JURNAL PENDIDIKAN DASAR NUSANTARA

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  Abstract: Character education policy unveiled by the government in 2010. Wisdom This requires the implementation of character education systematically arranged and integrated to the subjects. The purpose of this study was to describe the atmosphere of the school in support of the implementation of character education, social studies teacher efforts in the implementation of the Social Studies study in character, and difficulties experienced by teachers in implementing the learning Social Studies character. This study used a qualitative approach to the type of research phenomenology. Informants in this study is the principal, curriculum affairs, Social Studies teachers, and students. Data collection is done by triangulation of sources and triangulasi techniques (interviews, observation and documentation). Analysis of the data in this study is inductive using model analysis Miles and Huberman. Activity in the data analysis, namely data reduction, a data display, and conclusion drawing / verification. Outcomes research presented descriptively. The results showed that the school supports the implementation of character education through learning activities, the creation of the school culture, and integrating character education into the curriculum. Keywords : Character Educational, Social Studies and the Learning Social Studies. Abstrak: Kebijakan pendidikan karakter diresmikan pemerintah pada tahun 2010. Kebijakan ini menghendaki pelaksanaan pendidikan karakter yang disusun secara sistematis dan terintegrasi hingga ke mata pelajaran. Tujuan dari penelitian ini adalah untuk mendeskripsikan suasana sekolah dalam mendukung implementasi pendidikan karakter, upaya guru IPS dalam implementasi pembelajaran IPS berkarakter, dan kesulitan-kesulitan yang dialami guru IPS dalam implementasi pembelajaran IPS berkarakter. Penelitian ini menggunakan pendekatan kualitatif dengan jenis penelitian fenomenologi. Informan dalam penelitian ini adalah kepala sekolah, urusan kurikulum, guru mata pelajaran IPS, dan siswa. Pengumpulan data dilakukan secara triangulasi sumber dan triangulasi teknik (wawancara, observasi dan dokumentasi). Analisis data dalam penelitian ini bersifat induktif dengan menggunakan analisis model Miles and Huberman. Aktivitas dalam analisis data yaitu data reduction, data display, dan conclusion drawing/verification. Hasil penelitian disajikan secara deskriptif. Hasil penelitian menunjukkan bahwa sekolah mendukung implementasi pendidikan karakter melalui kegiatan pembelajaran, penciptaan budaya sekolah, dan pengintegrasian pendidikan karakter ke dalam KTSP. Kata kunci:Pendidikan Karakter, IPS, dan Pembelajaran IPS.
PENGEMBANGAN MULTIMEDIA INTERAKTIF UNTUK MATA PELAJARAN ILMU PENGETAHUAN SOSIAL (IPS) SEKOLAH DASAR KELAS V Basori, Muhamad
JURNAL PENDIDIKAN DASAR NUSANTARA Vol 1 (2016)
Publisher : JURNAL PENDIDIKAN DASAR NUSANTARA

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Abstract: The research aimed to: (1) develop an interactive multimedia as learningmedia of social studies for fifth grade students with the materials of events aroundproclamation; and (2) find the product eligibility from the aspect of material, appearance,and attractiveness for the learning of elementary school social studies. The research wasconducted through several stages. The first stage was introduction that included librarystudy and field study. The second stage was development that included initial productplanning and development. The third stage was field testing that included preliminary fieldtest, main field test and operational field test. The results of validation conducted by mediaexpert and material expert showed that the eligibility of learning multimedia for socialstudies on the aspect of media was 4.23 (very good) and the eligibility of learningmultimedia for social studies on the aspect of material was 4.26 (very good). The results offield testing showed that the students’ response toward the multimedia eligibility was 4.08(very good). These results showed that the learning multimedia for social studies waseligible to be implemented in the learning activities and might become an alternative ofsocial studies learning resource especially for the fifth grade students with materials ofevents around proclamation. Abstrak: Penelitian ini bertujuan untuk: (1) mengembangkan multimedia interaktif sebagaimedia pembelajaran IPS kelas V dengan materi peristiwa sekitar proklamasi dan (2)mengetahui kelayakan produk dari aspek materi, aspek tampilan dan aspek kemenarikanuntuk pembelajaran IPS SD. Dilaksanakan melalui beberapa tahapan, tahap pertama adalahpendahuluan yang meliputi studi pustaka dan studi lapangan, tahap kedua pengembangan yang meliputi perencanaan dan pengembangan produk awal. Tahap ketiga uji lapanganmeliputi uji coba preliminary field test, main field test dan operational field test. Hasilvalidasi oleh ahli media dan ahli materi menunjukkan bahwa kelayakan multimediapembelajaran IPS pada aspek media sebesar 4,23 (sangat baik) dan kelayakan pada aspekmateri sebesar 4,26 (sangat baik). Hasil uji coba lapangan menunjukan bahwa tanggapansiswa terhadap kelayakan multimedia dengan rerata skor 4,08 (baik). Hasil tersebutmenunjukkan bahwa multimedia pembelajaran IPS yang dikembangkan layak digunakandalam kegiatan pembelajaran dan menjadi alternatif sumber belajar IPS khususnya siswakelas V dengan materi peristiwa sekitar proklamasi.  
Efektivitas Model Pembelajaran Inside Outside Circle Didukung Media Visual Pada Pembelajaran IPA Dalam Upaya Pelestarian Sumber Daya Alam Andini, Agnes Mayta; Soenarko, Bambang; Basori, Muhamad
Aksara: Jurnal Ilmu Pendidikan Nonformal Vol 6, No 3 (2020): September 2020
Publisher : Magister Pendidikan Nonformal Pascasarjana Universitas Negeri Gorontalo

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.37905/aksara.6.3.249-264.2020

Abstract

Penelitian ini dilatarbelakangi temuan lapangan, yang ditengarai siswa menampakkan kesan adanya kebosanan dan tampak kurang terlibat dalam aktivitas pembelajaran IPA. Hal ini disebabkan guru hanya menggunakan model pembelajaran ceramah tanpa didukung media. Mata pelajaran IPA harus menanamkan konsep ilmiah dan melakukan berbagai percobaan agar siswa mampu memecahkan masalah. Dari keberagaman model pembelajaran yang ada, salah satu model pembelajaran yang dipertimbangkan dapat digunakan untuk mewujudkan pembelajaran yang efektif yaitu model pembelajaran Inside Outside Circle (IOC). Model IOC merupakan konsep belajar yang bertujuan agar siswa dapat menyampaikan informasi dari isi materi kepada orang lain. Model IOC memiliki langkah-langkah yaitu persiapan, pelaksanaan, simpulan materi, dan evaluasi. Disamping penggunaan model pembelajaran guru dapat menggunakan media pembelajaran yang dikreasi sedemikian rupa sehingga lebih menarik minat belajar dan membangun antusiasme. Dari sekian banyak media pembelajaran, yang dipertimbangkan efektif salah satunya yaitu media visual. Media visual merupakan media yang dapat dilihat, memiliki bentuk, warna, dan tekstur dalam penyajiannya yang menarik. Dengan media visual, guru dapat meminimalkan sistem penyampaian ceramah.
Pelatihan Pembuatan Soal Kognitif Berbasis Aplikasi Android Kahoot untuk Guru Sekolah Dasar Islam Terpadu Bina Insani Kediri Saidah, Karimatus; Mujiwati, Endang Sri; Permana, Erwin Putera; Wiguna, Frans Aditia; Damayanti, Susi; Mukmin, Bagus Amirul; Hunaifi, Abdul Aziz; Laila, Alfi; Basori, Muhamad; Wahyudi, Wahyudi; Kurnia, Ita
Jurnal ABDINUS : Jurnal Pengabdian Nusantara Vol 6 No 1 (2022): Volume 6 Nomor 1 Tahun 2022
Publisher : Universitas Nusantara PGRI Kediri

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.29407/ja.v6i1.16895

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This activity aims to provide training to teachers and practice problem making and implementation in elementary schools. So that teachers get direct experience in making problems through the Kahoot application for teachers. The method of carrying out this activity is carried out from the preparation stage to the reporting of activities that take about 1 month. Parties involved in the activity include: 1). Lecturers as speakers and moderators, students as a support team for the implementation of the event. 2). Teachers in SDIT Bina Insani Kediri. Of the 25 teachers who have participated in the training, as many as 17 teachers have submitted the results of the analysis, based on the results of the questionnaire showed 4 teachers stated there were no obstacles in implementing kahoot. While the other 13 stated to experience some obstacles, namely less accustomed to operating kahoot. The advantages of applications when implemented include more interesting and easy to do. Kahoot application can be one of the alternative learning variations. Through the use of kahoot learning outcomes related to the order of the level of truth problems can be more quickly known. Kahoot application is practical, because teachers can directly monitor students who work on problems.
Pengembangan Multimedia Interaktif IPS Materi Kegiatan Ekonomi Siswa Kelas IV SDN Gayam 3 Septiananda, Siti Nurrahmawati; Imron, Ilmawati Fahmi; Basori, Muhamad
Jurnal Pendidikan Tambusai Vol. 6 No. 1 (2022): April 2022
Publisher : LPPM Universitas Pahlawan Tuanku Tambusai, Riau, Indonesia

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Berdasarkan hasil observasi di SDN Gayam 3 guru hanya menggunakan buku ajar dengan metode ceramah, tanpa menggunakan media, sehingga dilakukan penelitian pengembangan multimedia interaktif di kelas IV materi kegiatan ekonomi. Tujuan penelitian ini untuk mengetahui kevalidan, keefektifan dan kepraktisan multimedia interaktif. Model pengembangan yang digunakan adalah ADDIE. Instrumen pengumpulan data berupa angket dan tes. Teknik analisis data adalah kuantitatif dan kualitatif dengan subjek penelitian 25 siswa. Hasil penelitian pengembangan multimedia interaktif yaitu: 1) multimedia interaktif dinyatakan sangat valid dengan presentase dari validasi media 87% dan validasi materi 92%; 2) multimedia interaktif dinyatakan sangat efektif dengan presentase ketuntasan belajar klasikal terbatas 86% dan luas 94%; 3) multimedia interaktif dinyatakan sangat praktis dengan presentase respon guru uji terbatas 92% dan respon siswa uji terbatas 95%. Respon guru uji luas 94% dan respon siswa uji luas 97%. Dapat disimpulkan bahwa multimedia interaktif IPS materi kegiatan ekonomi layak digunakan untuk pembelajaran di kelas IV.
Pengembangan Media Game Edukasi Quiz Parampa IPS Materi Proklamasi Kemerdekaan untuk Meningkatkan Berpikir Kritis Siswa Kelas V SD Purwaningrum, Sri; Fahmi Imron, Ilmawati; Basori, Muhamad
Jurnal Pendidikan Tambusai Vol. 6 No. 1 (2022): April 2022
Publisher : LPPM Universitas Pahlawan Tuanku Tambusai, Riau, Indonesia

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Berdasarkan obeservasi yang dilakukan di kelas V SDN Mrican 2, mendapat hasil bahwa guru dalam menyampaikan pembelajaran IPS masih terpaku dengan buku panduan dan media gambar. Media pembelajaran yang terkesan tidak menarik serta kurang bervariasi mengakibatkan proses pembelajaran berjalan pasif dan membosankan. Tujuan dikembangkannya media pembelajaran game edukasi quiz parampa IPS yaitu untuk mengetahui kevalidan, keefektifan dan kepraktisan menyampaikan materi dengan cara yang lebih menarik untuk mempermudah siswa dalam memahami materi dan juga merangsang pemikiran peserta didik supaya lebih kritis. Penelitian ini menggunakan metode Research and Development (R&D) dengan model pengengembangan ADDIE yang menggunakan instrumen angket dan tes. Untuk analisis data menggunakan teknik kuantitatif dan kualitatif dengan subjek 22 siswa kelas V SDN Mrican 2. Penelitian ini mendapatkan hasil kevalidan media sebesar 92%, keefektifan pada uji terbatas mencapai kentuntasan secara maksimal sebesar 86%, pada uji coba luas sebesar 93%, dan hasil kepraktisan melalui angket respon guru pada uji terbatas mendapatkan persentase 86%, sedangkan pada uji coba luas mendapatkan hasil 90%. Dengan demikian “Pengembangan Media Game Edukasi Quiz Parampa IPS pada Materi Proklamasi Kemerdekaan untuk Meningkatkan Berpikir Kritis Siswa Kelas V SD” dinyatakan sangat valid, sangat efektif dan sangat praktis, sangat layak digunakan dalam mendukung proses pembelajaran IPS pada materi sejarah peristiwa penting seputar proklamasi.
Model Pembelajaran Scramble Didukung Permainan Teka-Teki Silang Terhadap Kemampuan Mengidentifikasi Tokoh-Tokoh Sejarah Hindu-Budha di Indonesia Ashari, Ade Nur; Permana, Erwin Putera; Basori, Muhamad
JURNAL PENDIDIKAN DAN KEWIRAUSAHAAN Vol 10 No 1 (2022)
Publisher : LPPM STKIP PGRI SITUBONDO

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.47668/pkwu.v10i1.327

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The influence of the scramble learning model supported by crossword puzzle games on the ability to identify Hindu-Budhist historical figures in Indonesia. The purpose of this study was to determine the ability to identify Hindu-Budhist historical figures in Indonesia using a scramble learning model supported by a crossword game. This type of reseach using an experimental design, namely pre-test and post-test groups. Data collection instruments used tests and data analysis techniques using normality test, homogeneity test, and hypothesis testing (using t test). based on the results of the analysis, there is an effect of using scramble learning models supported by crossword puzzle on the ability to identify Hindu-Buddhist historical figures in Indonesia. It is evident from t-count 9.090 > t-table 2.052 with a significance level of 0.00 < 0.05. Therefore, H0 and Ha are accepted, which means that there is a significant influence using the scramble learning model supported by crossword puzzle games on the ability to identify Hindu-Buddhist historical figures in Indonesia. Thus the use of scramble llearning models supported by crossword puzzle games can create fun and challenging learning for students. In learning, students are enthusiastic and active because each student tries to compete with other friends. In addition, the use of scramble learning models supported by crossword puzzle games also makes it easier for students to understand the material of Hindu-Budhhist historical figure in Indonesia.
Pengaruh Model Pembelajaran Learning Cycle 5E Terhadap Kemampuan Menjelaskan Energi Alternatif Siswa Kelas IV SDN Mojoroto 4 Kota Kediri Aksari, Aprilia; Wiguna, Frans Aditia; Basori, Muhamad
JURNAL PENDIDIKAN DAN KEWIRAUSAHAAN Vol 10 No 1 (2022)
Publisher : LPPM STKIP PGRI SITUBONDO

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.47668/pkwu.v10i1.339

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The purpose of this research is to perceive the increasing effect of the ability to explain an alternative energy sources using a learning model called '5E Learning Cycle. This research uses a quantitative approach in using the experimental method with the research design refers to non-randomized pretest-posttest control group design. The data collection instrument is using tests and data analysis techniques with the normality test, homogeneity and hypothesis testing (using the t-test). Based on the analysis results, the use of the learning model of '5E Learning Cycle' has some effects on the ability to explain alternative energy. From the analysis results that has been done, it is proven that; (1) The use of the learning model of '5E Learning Cycle' has a significant effect on the ability of the 4th Graders in SD Negeri Mojoroto 4 Kota Kediri to explain alternative energy with 85.07% of the classical completeness. (2) The use of the conventional learning model has no significant effect on the ability of the 4th graders in SD Negeri Mojoroto 4 Kota Kediri to explain alternative energy with 54,9% of the classical completeness. (3) There are some highly significant differences in the use of the learning model of '5E Learning Cycle' and the conventional learning model on the ability to explain alternative energy which the use of the '5E Learning Cycle' has its prime on this analysis results. The conclusion of this research has perceived that there are some highly significant differences of '5E Learning Cycle' and the conventional learning model in improving students' ability to explain the science content of alternative energy material.