scholarly journals MENINGKATKAN KREATIFITAS DAN INOVASI MELALUI PERMAINAN MAKE SOMETHING BEAUTIFUL

2020 ◽  
Vol 3 (2) ◽  
pp. 111-114
Author(s):  
Paramita Nuraini ◽  
Subiyanto Subiyanto ◽  
Nofi Nur Yuhenita

Abstract: The low creativity of students at Muhammadiyah High School in Magelang is the background in this service. This lack of creativity is related to creativity in thinking and creativity. Many students do not participate in teaching and learning activities as much as passive and monotonous students in learning. This dedication uses innovative Guidance Counseling media that is using the game "Make Something Beautiful". The target of this service is Muhammadiyah 1 High School students in Magelang City. Assistance is done by devotees to monitor the extent to which this dedication can increase student creativity. in the first stage which covers the Importance of Creativity for Students and Impacts for someone who lacks creativity, students begin to understand the importance of creativity and innovation in this 4.0 era.Keywords: innovation creativity; make something beautiful.  Abstrak: Rendahnya kreativitas siswa di SMA Muhammadiyah Magelang ini terkait degan kreativitas berpikir dan kreativitas bersikap. Banyak siswa yang kurang berpartisipasi dan kepercayaan diri dalam kegiatan belajar mengajar seperti halnya siswa pasif dan monoton dalam pembelajaran. Pengabdian ini menggunakan media Bimbingan Konseling yang inovatif yakni mengggunakan permainan “Make Something Beautiful”. Target dari pengabdian ini adalah siswa SMA Muhammadiyah 1 Kota Magelang. Pendampingan dilakukan pengabdi untuk memantau sejauh mana pengabdian ini dapat meningkatkan kreatifitas siswa. pada tahap pertama yang meliputi Pentingnya Kreatifitas Bagi siswa dan Dampak Bagi seseorang yang tidak memiliki kreatifitas, siswa mulai memahami pentingnya kreatifitas dan inovasi dalam era 4.0 ini.Kata kunci: inovasi ; kreativitas; make something beautiful.

Author(s):  
Mayske Rinny Liando ◽  
Tirsa Vira Rondonuwu

The teaching of second language or the third make sociolinguistic problem. For most Indonesian people, Indonesian language is the second or third language. The teaching of of Indonesian language is integrated in Indonesian language subject that starts from elementary to high school. Indonesian language is a main language in Indonesian especially in education institutes. It is undebieble fact that students use another language at Gonzaga Junior High School Tomohon because of the influence of social and culture background. Code mixing is caused by some factors, namely (1) subject, (2) describing, (3) daily routine in teaching and learning activities in Junior High School Catholic Gonzaga Tomohon has been the main issue in their research.This research is aimed to explain about kinds of code mixing and factors that cause the code mixing in teaching and learning activities by Junior High School Students Catholic Gonzaga Tomohon.Theories used for this research is the theory of speech community, bilingual  theory , theory of code and  code mixing. This research is a descriptive qualitative. The research data is done with the following method of observation technic. The data in this research is the student speech that contains code mixing. The data analysis that use is qualitative analysis with equal method.The result of this research shows that speech act of the students in Gonzaga Junior High School of Tomohon found code mixing. The form of code mixing that using are Indonesian, English and Manado Malay. Based on the result of this research can concluding that kinds of code mixing are code mixing in lexical form, frasa form and clausa form. The factors of code mixing are namely, describing and daily routine. Key words: code mixing, teaching and learning activities, Indonesian language, sociolinguistic


2021 ◽  
Vol 2 ◽  
pp. 152
Author(s):  
Anggun Fitriana Dewi ◽  
Sumardi Sumardi ◽  
Ngadiso Ngadiso

In the last few decades, the development of mobile phone is rapidly growing and brings many changes in human life. Mobile phones nowadays extend their capabilities into all aspects in human life, including teaching and learning process. Therefore, this research aims at knowing what smartphone applications are frequently used by the students and investigating the contributions of those applications in students’ learning activities. This research uses a qualitative case study in order to obtain a deep analysis. The subjects of this research are twenty students of junior high school in Kebumen who are chosen based on some criteria. Additionally, the data of this research were obtained using questionnaire and interview. Based on the finding, the smartphone applications which are most frequently used by the students to support their learning activities are social media (Instagram, Facebook, and Twitter), Google chrome, music player, offline dictionary, YouTube, and English exercise application from play store. Last but not least, all the students agree that smartphone applications give positive contributions to their learning process. The contributions of those applications in the students’ learning activities are helping the students in finding more sources of authentic English materials; finding more exercise in grammar, reading, listening, speaking, and writing skills; improving students’ vocabulary, grammar, listening, and speaking skill.


2019 ◽  
Vol 6 (1) ◽  
pp. 63
Author(s):  
Putu Sathyani Parmita ◽  
Ni Komang Ekawati ◽  
Ni Made Dian Kurniasari

ABSTRAK SMA Bali Mandara adalah sekolah yang menerapkan pendidikan berasrama dengan aktivitas yang sangat padat dimulai dari pukul 04.45 sampai dengan pukul 22.00 WITA, banyak siswa yang mengalami kelelahan bakhan tertidur saat kegiatan belajar mengajar, untuk mengatasi hal itu disekolah ini menerapkan program non akademik Meditasi Transcendental, namun dalam melaksanakan meditasi ini ada beberapa siswa yang tidak bisa melakukan meditasi bersama di sore hari karena masih ada kegiatan belajar mengajar. Tujuan penelitian ini adalah untuk mengetahui persepsi siswa terhadap program Meditasi Transcendental sebagai upaya meningkatkan kesehatan mental siswa SMA Negeri Bali Mandara. Rancangan penelitian ini bersifat deskriptif kualitatif dengan rancangan fenomenologi. Jumlah informan dalam penelitian ini sebanyak 8 orang informan dan 3 informan kunci. Teknik pengambilan sampel dalam penelitian ini menggunakan tekhnik purposive sampling.  Metode yang digunakan adalah wawancara mendalam dan observasi. Hasil penelitian ini menunjukkan bahwa Meditasi Transcendental mampu memberikan istirahat yang sangat dalam, sehingga siswa merasa lebih segar dan bugar dalam menjalani aktivitas yang padat. Selain dapat menghilangkan rasa cemas, khawatir, kelelahan dan stres, meditasi ini juga mampu meningkatkan konsentrasi siswa dalam mengikuti pelajaran. Pengetahuan siswa terhadap meditasi ini cukup baik, persepsi siswa secara umum positif menerima kegiatan meditasi Transcendental. Bagi siswa yang mengambil SKS lebih disarankan untuk meditasi sore secara bersama. Kata kunci : SMA Bali Mandara, Meditasi Transcendental   ABSTRACT Bali Mandara High School is a school that implements boarding education with very dense activities starting from 04:45 to 22:00 WITA, many students who experience fatigue will fall asleep during teaching and learning activities, to overcome this in the school implement non-academic programs Transcendental Meditation, but in carrying out this meditation there are some students who cannot do meditation together in the afternoon because there are still teaching and learning activities. The purpose of this study was to determine students' perceptions of the Transcendental Meditation program as an effort to improve the mental health of Bali Mandara High School students. The design of this research is descriptive qualitative with a phenomenological design. The number of informants in this study were 8 informants and 3 key informants. The sampling technique in this study uses purposive sampling technique. The method used is in-depth interviews and observation. The results of this study indicate that Transcendental Meditation is able to provide very deep rest, so students feel fresher and fitter in undergoing solid activities. Besides being able to eliminate anxiety, worry, fatigue and stress, this meditation is also able to increase the concentration of students in following the lesson. Students 'knowledge of meditation is quite good, students' perceptions are generally positive about receiving Transcendental meditation activities. For students who take SKS it is recommended to have afternoon meditation together. Keywords: Bali Mandara High School, Transcendental Meditation


Koneksi ◽  
2020 ◽  
Vol 4 (1) ◽  
pp. 1
Author(s):  
Bobby Walanda ◽  
Yugih Setyanto

Basically, humans want to get recognition from others. One way is to score achievements so that they can be recognized by others. For high school students, the teacher's role in helping them score achievements is very important, because the teacher will be the first to introduce, teach and guide their students to understand, understand and score achievements. The method used in this study is the interpersonal communication approach that is centered on interpersonal attraction, strung carrot strategy and sword depending on the teacher's strategy to support student achievement. This research uses a qualitative approach. While the technique of collecting data using interviews, observation and documentation. The results showed that interpersonal attraction between teacher and students and the provision of rewards as an implementation of the strung carrot strategy can provide more motivation for students in teaching and learning activities to score achievements, while punishment can motivate learning to avoid punishment and not to score achievements. Pada dasarnya manusia ingin mendapatkan pengakuan dari orang lain. Salah satu caranya adalah dengan mencetak prestasi agar dapat diakui oleh orang lain. Bagi siswa SMA, peran guru dalam membantu mereka mencetak prestasi sangatlah penting, karena guru akan menjadi orang pertama yang memperkenalkan, mengajar dan membimbing siswanya untuk mengerti, memahami dan mencetak prestasi. Metode yang digunakan dalam penelitian ini adalah dengan pendekatan komunikasi interpersonal yang berpusat pada atraksi interpersonal, strategi wortel teruntai dan pedang tergantung dalam strategi guru untuk menunjang prestasi siswa. Penelitian ini menggunakan pendekatan kualitatif. Sementara teknik pengumpulan data dengan menggunakan wawancara, observasi dan dokumentasi. Hasil penelitian menunjukkan dengan adanya atraksi interpersonal antara guru dan murid serta pemberian reward sebagai implementasi dari strategi wortel teruntai dapat memberikan motivasi yang lebih bagi siswa dalam kegiatan belajar mengajar untuk mencetak prestasi, sedangkan punishment dapat memberi motivasi belajar untuk menghindari hukuman dan bukan untuk mencetak prestasi.


Author(s):  
Heri Kurnia ◽  
Jainudin Hasim ◽  
Asnita Ode Samili

This research aims to find out the Role of Teacher Competence Towards the Development of Life Skills of State Junior High School Students 31 West Halmahera Regency, which aims to find out several things, namely; How the role of PPKn teachers in improving the quality of teaching and learning by using the student's life skills approach. This study uses survey methods by collecting their own data a number of units in the same time (time period), which is related to how conditions, characteristic processes, results of a variable, using a set of instruments that are data collection tools and used in collecting data to make it easier and systematic. The results of this study show that Teacher Competence Towards The Development of Life Skills of State Junior High School Students 31 West Halmahera Regency, Teachers are one of the various sources and learning media, so the role of teachers in learning becomes wider and more leads to student learning motivation through his role as a teacher. Teachers are expected to be able to encourage students to always learn in various activities or opportunities through various sources and media. Teachers should help every student and effectively be able to use learning opportunities from various learning sources and media effectively and efficiently. In the learning process a teacher focuses more on aspects, planning the organization of teaching materials, planning the management of teaching and learning activities, planning the management of classes, planning the use of media and teaching resources, and planning assessment of student achievement for the benefit of teaching. Teachers must be able to make decisions on the basis of proper assessment, whether teaching and learning activities are sufficient, whether the methods are changed, whether past activities need to be repeated, while students have not been able to achieve learning goals.


2012 ◽  
Vol 18 (1) ◽  
pp. 30
Author(s):  
Anni Holila Pulungan

The study deals with the Contextual Teaching and Learning of the students’ reading comprehension at junior high school. Contextual Teaching and Learning is a new alternative for every teachers to relate the materials to the real world. The aims of the research are to analyze the effect of non and CTL method of the students’ reading comprehension.  The research method is an experimental method. The data analysis is taken from the two classess. Then, they divided into two  groups, the control and experimental group. The major findings of the study shows that the effect of Contextual Teaching and Learning on the students’ reading comprehension is better than the non CTL method-lecture method for the junior high school students.


2019 ◽  
Vol 8 (1) ◽  
Author(s):  
Uswatun Hasanah ◽  
Suratno Suratno ◽  
Mochammad Iqbal

The implementation of Contextual Teaching and Learning (CTL) based on lesson study aimed to determine its effect on the biology learning achievement of high school students. This referred to quasi-experimental research by applying CTL learning based on lesson study to the experimental class and conventional learning in the control class. The population in this study amounted to 286 students (Science X class students of SMA Negeri 2 Jember). The sample in this study was determined through homogeneity test, normality test, and random sampling to determine the control class and the experimental class. The students' affective learning achievement was analyzed by using the independent sample t-test, while their cognitive learning achievement was analyzed by using ANAKOVA test. Based on the test results of the independent sample t-test, it was found that the students' affective learning achievement differed significantly between the students in experimental class and control class. Based on the results of ANAKOVA test, it was known that the application of CTL learning based on Lesson Study has a significant effect on students' cognitive learning achievement.


Author(s):  
Noemí Pena Miguel ◽  
Máximo Sedano-Hoyuelos

ABSTRACTThe introduction of new technologies in society has created a need for interactive contents that can make the most of the potential that technological advances offer. Serious games as educational games are such content: they can be defined as video games or interactive applications whose main purpose is to provide not only entertainment but also training and enhancing skills in areas such as health, marketing, education, etc. The game was associated with childhood and youth but serious games search for promoting, strengthening and giving added value to the teaching and learning process for all ages. One of the most crucial factors for successful educational games is their ability to maintain an individual learner’s motivation and interest by adapting the individual learning and gaming experience to each learner’s needs, preferences, goals, and abilities. For this reason, Serious Games need tutoring and dynamization. The aim of this paper is to analyze a specific experience success in the use of Serious Games for training. It details how this serious game can enhance different skills in each of the phases of the game. This Serious Game was used to promote innovation among High School students and students at Vocational Training Centres. The users must manage a supermarket trying to get the best results possible by taking a series of both strategic and operational decisions. Through an econometric regression model, we have analyzed the results of its use by a group of High School students and Vocational Training School students.RESUMENLos Serious Games son juegos cuyo fin va más allá del mero entretenimiento y persiguen transmitir contenidos, valores, potenciar habilidades y competencias e incluso servir como herramienta de marketing al utilizarse como medio publi-citario. En los últimos años, las TIC han ido tomando protagonismo en el ámbito educativo y formativo y los Serious Games están jugando un papel fundamental como herramientas formativas. El juego anteriormente se asociaba a las etapas de la infancia y la juventud pero los Serious Games pretenden potenciar, reforzar y dar un valor añadido importante al proceso de enseñanza y al proceso de aprendizaje para todas las edades. No obstante, para que los Serious Games alcancen todo su potencial como herramienta en el proceso de aprendizaje, es necesario complementarlos con una buena tutorización y dinami-zación que guíe dicho aprendizaje. Sin duda, sin la labor tutorial, los Serious Games pierden eficacia en su objetivo de poten-ciar el aprendizaje. El objeto de estudio del presente trabajo es analizar una experiencia de éxito concreta en el uso de los Serious Games para el ámbito formativo. En él se detalla cómo a través de un juego que se ha utilizado entre los alumnos de Bachillerato y Formación Profesional se pueden potenciar diferentes competencias en cada una de las fases del mismo. En él, el usuario debe gestionar un supermercado tratando de obtener los mejores resultados posibles tomando una serie de decisio-nes tanto estratégicas como operativas. A través de un modelo econométrico de regresión de elaboración propia analizaremos los resultados obtenidos en su utilización por un grupo de estudiantes de Formación Profesional y Bachillerato. Contacto principal: [email protected]


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