cover
Contact Name
Erwin Putera Permana
Contact Email
ojs.unpkediri@gmail.com
Phone
+62354771576
Journal Mail Official
ojs.unpkediri@gmail.com
Editorial Address
Jl. K.H. Achmad Dahlan No.76 Mojoroto, Kota Kediri. Jawa Timur
Location
Kota kediri,
Jawa timur
INDONESIA
Jurnal Simki Postgraduate
ISSN : -     EISSN : 25990756     DOI : https://doi.org/10.29407/jspg
Core Subject : Education,
Menyediakan wadah publikasi karya ilmiah di bidang pendidikan pascasarjana seperti Pendidikan Guru, Pembelajaran, Media Pembelajaran, Strategi Pembelajaran, Model Pembelajaran, Evaluasi Pembelajaran, dan Pendidikan sejenisnya
Articles 10 Documents
Search results for , issue "Vol 3 No 1 (2024): Volume 3 Nomor 1 Tahun 2024" : 10 Documents clear
Pengembangan Media Papan Pecahan Realistic Mathematic Materi Pecahan Sederhana Kelas II di SDN I Jepun Kabupaten Tulungagung Oktaviani, Nungki; Trisnantari, Hikmah Eva
Jurnal Simki Postgraduate Vol 3 No 1 (2024): Volume 3 Nomor 1 Tahun 2024
Publisher : Universitas Nusantara PGRI Kediri

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.29407/jspg.v3i1.466

Abstract

Learning mathematics in elementary school is very important because it presents crucial basics for further math lessons. This research is a development research aimed at producing learning media in the form of mathematical realiastic fraction boards that are valid and feasible to use. This research was conducted using the ADDIE development model. The subjects of this research were grade II students of SDN 1 Jepun. There are two data collection techniques carried out in this study, namely validity obtained through media expert validation and material expert validation by validators, validity obtained through the results of student responses to learning media. The results showed that the average value of validity, namely from material experts I getting an average value of 3.6 and material experts II getting an average value of 3.7 while in media experts I get an average value of 38 and media experts II get an average value of 37%. The feasibility of media from student learning outcomes in small groups is 67% and large groups are 92%.
Analisis Kebutuhan Pengembangan Media Pembelajaran Pop-Up Book Bersuara Materi Menggali Informasi pada Fabel untuk Siswa Kelas II SDN Tiron 4 Sari, Diah Puspita; Kurnia, Ita; Primasatya, Nurita
Jurnal Simki Postgraduate Vol 3 No 1 (2024): Volume 3 Nomor 1 Tahun 2024
Publisher : Universitas Nusantara PGRI Kediri

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.29407/jspg.v3i1.549

Abstract

A needs analysis was carried out with the aim of determining the need for developing pop-up book learning media with sound material to explore information on fables for class II students at SDN Tiron 4. The method used in this research was descriptive analysis. The data collection technique used was a questionnaire on learning media development needs given to 27 students at SDN Tiron 4. The results of the questionnaire in the first aspect obtained a percentage of 67%, students stated that they had difficulty understanding the material in exploring information from fables. The second aspect states that 30% of students are not interested in the material to explore information from fables presented by the teacher. The third aspect states that 74% of students feel bored when teachers teach material to explore information from fables only by reading text from thematic books. The fourth aspect states that 81% of students need learning media on the material of exploring information from fables. The fifth aspect stated that 89% of students agreed if pop-up book media with sound based on three dimensions and audio visuals was developed. Based on the results of the questionnaire, it shows a positive response, meaning that it is necessary to develop pop-up book learning media with sound material that explores information in fables.
Pengembangan Media Pembelajaran Board Game Aksara Jawa Kelas III SDN 2 Bandung Prambon Widyaningrum, Deviyanti; Permana, Erwin Putera; Kurnia, Ita
Jurnal Simki Postgraduate Vol 3 No 1 (2024): Volume 3 Nomor 1 Tahun 2024
Publisher : Universitas Nusantara PGRI Kediri

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.29407/jspg.v3i1.551

Abstract

Javanese is the language we use in everyday life. This must be preserved and studied by the nation's future young generation so that this culture is not eroded by foreign culture. Many students think that the Javanese script material is very difficult. This is because there is no Javanese script learning media available that supports learning, students think that the Javanese script material is very difficult, and students also find it difficult to memorize and read Javanese script letters because they are not used to writing and reading Javanese script and Javanese script letters have several similarities. one letter to another. This research aims to determine the importance of Javanese script board game learning media for class III. The type of research is the development research method or RnD (Research and Development) and the techniques used for data collection are observation, questionnaires, tests, documentation. At SDN 2 Bandung, Prambon researchers distributed questionnaires to several parties. The learning media developed is a Javanese script board game. This media has gone through a validation stage carried out by media expert validation and material expert validation. Based on the validation results, media experts obtained a validity percentage of 83% and material expert validation obtained a percentage of 97%. From these two validations, the final validity score was 90%, the validity criteria were in the range 81.00%-100.00% with a validation level of "very valid". The practicality results of the teacher response questionnaire were 91%, while the student response questionnaire was 82% in the limited test and 91% in the wide scale test. The results of the two questionnaires are in the range 81.00% -100.00% in the very practical category. Effectiveness is determined from the completeness of student learning after using learning media. There are 17 students who have achieved learning completion with scores above the KKM. Based on this research, the Javanese script board game learning media is valid and suitable for use in learning, and the board game media can also support Javanese script learning.
Analisis Model Rantai Markov Waktu Kontinu pada Model Transmisi dan Vaksinasi COVID-19: Studi Kasus Provinsi DKI Jakarta Tungga, Rifaldy Atlant
Jurnal Simki Postgraduate Vol 3 No 1 (2024): Volume 3 Nomor 1 Tahun 2024
Publisher : Universitas Nusantara PGRI Kediri

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.29407/jspg.v3i1.566

Abstract

In 2019, the Novel Coronavirus was discovered in Wuhan, China, and later named the disease caused by the virus, called COVID-19. On March 31, 2020, the Indonesian government announced that COVID-19 was a pandemic. Previously, many mathematical models have been used to capture the transmission of this disease. In this paper, a new mathematical model is introduced, namely the continuous-time Markov chain modeling of SIRV, which takes into account the probabilities between events of several groups of individuals, namely the susceptible (S), infected (I), recovered (R), and vaccinated (V) groups. Thus, it is considered to provide more realistic results compared to deterministic models. Using a period of approximately one year, it was obtained that vaccination carried out with a vaccination rate ν=0.002 was considered ineffective.
Penerapan Model Problem Based Learning dengan Media Wordwall untuk Meningkatkan Motivasi dan Hasil Belajar Siswa Mata Pelajaran Pendidikan Pancasila Materi Keragaman Budaya Indonesia Nurbiyati, Andri; Permana, Erwin Putera
Jurnal Simki Postgraduate Vol 3 No 1 (2024): Volume 3 Nomor 1 Tahun 2024
Publisher : Universitas Nusantara PGRI Kediri

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.29407/jspg.v3i1.577

Abstract

This classroom action research aims to increase the motivation and learning outcomes of Pancasila Education students in Phase C (Class VI) of SD Negeri 3 Cakul, Dongko District, Trenggalek Regency for the 2023/2024 academic year. This research uses the Problem Based Learning (PBL) learning model with Wordwall media on the subject matter of Indonesian Cultural Diversity. The research subjects were 10 students consisting of 4 male students and 6 female students. Inappropriate selection of learning models and media can hinder the achievement of the desired learning goals and outcomes. Another impact is the low reasoning ability of students in learning Pancasila Education. This is because in the teaching and learning process, students are less involved in optimal situations for learning, learning tends to be teacher-centered and classical. By using the Problem Based Learning (PBL) learning model with Wordwall media, it is known that the results obtained are more satisfying because students' learning motivation increases, which results in student learning outcomes also increasing. It is known that in the 2022/2023 academic year, out of 16 students, there were 13 students with a percentage of 81.25% who obtained scores above the KKTP, while 3 other students or a percentage of 18.75% were still below the KKTP. So the researchers concluded that the use of the Problem Based Learning (PBL) learning model with Wordwall media was proven to be able to increase the motivation and learning outcomes of class VI students at SD Negeri 3 Cakul, Dongko District, Trenggalek Regency for the 2023/2024 academic year.
Analisis Game Online PUBG terhadap Problem Hasil Belajar Siswa Jutawan, Gede; Sudarsana, I Ketut
Jurnal Simki Postgraduate Vol 3 No 1 (2024): Volume 3 Nomor 1 Tahun 2024
Publisher : Universitas Nusantara PGRI Kediri

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.29407/jspg.v3i1.612

Abstract

PUBG is a game that can be played together/alone by inviting friends or randomly through the friend list feature to survive in the playing arena. The team that survives until the end is considered the winner in this game and gets points called chicken dinner. This study aims to analyze the PUBG online game on the problem of learning outcomes of class XII MIPA I students at SMA Negeri 1 Busungbiu School. This study uses a qualitative research method, with the determination of informants using purposive sampling techniques. The data analysis used is data presentation, data reduction & drawing conclusions. The results of the study showed that the use of PUBG online games in most students did not combine time well, students tend to play PUBG online games rather than studying and doing homework first. This has an impact on the student learning process, where seen from the frequency of students who tend to be addicted to PUBG online games, it greatly affects the student learning process. In learning, students are less focused and engrossed in their own world rather than listening to the material presented by the teacher. Disruption of student concentration in learning affects the absorption of learning materials. This results in a lack of maximum student understanding of a material.
Hubungan Perilaku Bullying terhadap Interaksi Sosial Siswa SD Negeri 1 Gondang Kecamatan Gondang Kabupaten Tulungagung Nurazizah, Galuh Ajeng; Ana, Ria Fajrin Rizqy
Jurnal Simki Postgraduate Vol 3 No 1 (2024): Volume 3 Nomor 1 Tahun 2024
Publisher : Universitas Nusantara PGRI Kediri

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.29407/jspg.v3i1.628

Abstract

The purpose of this research is to determine the relationship between the influence of bullying behavior on students' social interactions at SD Negeri 1 Gondang, Gondang District, Tulungagung Regency, Academic Year 2023/2024. The research method uses quantitative research methods with a correlation type. The total sample was 30 class IV and VA students at SD Negeri 1 Gondang. This research tool uses a questionnaire about bullying behavior and social interactions. The reliability value of the bullying behavior questionnaire with a reliability value of 0.749 is in the very high category, while the social interaction questionnaire with a value of 0.851 is in the very high category. The normality test using Shapiro-Wilk shows that the normality value of the bullying behavior questionnaire results is 0.976, while social interaction is 0.959, so the data is said to be normally distributed. Based on the categorization description of the two variables, bullying behavior and social interactions are in the medium category with a percentage value of 77%. The hypothesis test was analyzed using product moment correlation, which explains that the correlation between bullying behavior and students' social interactions was 0.533 with a significance value of 0.002. The value is 0.400-0.599, which means it is quite strong, with a positive relationship direction so that the lower the bullying behavior, the higher the social interaction.
Pembelajaran PPKn Berbasis Proyek dalam Membentuk Profil Pelajar Pancasila di SMPN 5 Tulungagung Ardinta, Aprilia Eka; Trisnantari, Hikmah Eva
Jurnal Simki Postgraduate Vol 3 No 1 (2024): Volume 3 Nomor 1 Tahun 2024
Publisher : Universitas Nusantara PGRI Kediri

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.29407/jspg.v3i1.722

Abstract

This study aims to determine the implementation and evaluation of project-based Civics learning in shaping the profile of Pancasila students. This type of research is qualitative research with observation research methods, interviews, and documentation. Researchers used data analysis techniques using the approach developed by Miles and Huberman include data reduction, data presentation, and conclusion drawing. The results of this study indicate that the implementation of project-based learning uses six steps according to its syntax including determining fundamental questions, designing project planning, preparing schedules, monitoring students and project progress, testing results, and evaluating experiences. To form the profile of Pancasila learners through project-based learning, teachers give project assignments in groups that begin with a question. Evaluation of project-based learning uses non-test evaluation tools carried out by direct observation.
Peran Guru Mata Pelajaran PPKn dalam Meningkatkan Kedisiplinan Peserta Didik di SMKN 1 Pagerwojo Kabupaten Tulungagung Kurnia, Intan Fitroh; Trisnantari, Hikmah Eva
Jurnal Simki Postgraduate Vol 3 No 1 (2024): Volume 3 Nomor 1 Tahun 2024
Publisher : Universitas Nusantara PGRI Kediri

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.29407/jspg.v3i1.738

Abstract

Teachers or educators are the spearhead in an educational process. Therefore, teachers have a central role in the successful implementation of educational programs. The role of the teacher is really needed to discipline students which must start with a disciplined teacher. The teacher's task is not only limited to conveying lesson material, but more than that, the teacher must be able to shape students' competence and personality. Teachers must always supervise their students so that there are no deviations in behavior or undisciplined actions by students. So, for this purpose, in order to discipline students, teachers must be able to be mentors, have a strong, stable, authoritative personality and can be an example or role model in the school and community. The researcher conducted this research in the Civics learning process implemented at SMKN 1 Pagerwojo, Tulungagung Regency, to find out the role of Civics subject teachers in improving student discipline in the research school using qualitative research methods, namely the observation, interview and documentation stages, then the data analysis, namely using data reduction, data presentation, drawing conclusions and checking the validity of the data. Teachers provide motivation and guidance to students in overcoming personal, academic, or social problems. They listen, provide advice, and assist students in making informed decisions.
Pengembangan Media Video Animasi berbasis Canva Materi Rantai Makanan Siswa Kelas V SD Negeri 1 Moyoketen Pramudita, Eka Ratna; Ana, Ria Fajrin Rizqy
Jurnal Simki Postgraduate Vol 3 No 1 (2024): Volume 3 Nomor 1 Tahun 2024
Publisher : Universitas Nusantara PGRI Kediri

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.29407/jspg.v3i1.741

Abstract

This research aims to describe the process of developing, testing the validity and applicability of Canva-based animated video media for class V food chain material at SD Negeri I Moyoketen. This research uses the ADDIE development model including analysis, design, development, implementation and evaluation. This data collection technique was carried out using questionnaires and documentation. The instrument used was a questionnaire validation sheet for media experts, material experts, student responses and teacher responses. The results obtained, media expert I questionnaire validation obtained 95% with a very valid category, media expert II obtained 95% with a very valid category, material expert I obtained 90% with a very valid category, material expert II obtained 95% with a very valid category. The results of the applicability of student responses were 88.5% in the very valid category and the results of the applicability of teacher responses were 90% in the very valid category. The results of this research can be concluded that "Food Chain Material Animated Video Media for class V SD Negeri I Moyoketen" is very valid to use and can be applied to learning at SD Negeri I Moyoketen and makes learning more enjoyable by using learning media.

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