https://jurnal.uin-antasari.ac.id/index.php/ptkpend/issue/feed Jurnal PTK dan Pendidikan 2024-06-30T00:00:00+00:00 Jurnal PTK dan Pendidikan [email protected] Open Journal Systems <p><span style="font-family: helvetica; font-size: small;"><span style="font-family: helvetica; font-size: medium;"><span style="font-family: helvetica; font-size: small;">Jurnal PTK dan Pendidikan <a href="http://issn.pdii.lipi.go.id/issn.cgi?daftar&amp;1479972361&amp;1&amp;&amp;">electronic ISSN 2549-2535</a> and <a href="http://issn.pdii.lipi.go.id/issn.cgi?daftar&amp;1432684799&amp;1&amp;&amp;">printed ISSN 2460-1780</a> is</span></span></span><span style="font-family: helvetica; font-size: small;"> peer-reviewed journal published biannually by Faculty of Tarbiya and Teacher Training of </span><span style="font-family: helvetica; font-size: small;">the Antasari State Islamic University, Banjarmasin. </span><span style="font-family: helvetica; font-size: small;">The focus discussion of the journal is highlighting aspects of educational and learning.</span><span style="font-family: helvetica; font-size: small;"> </span></p> <p><span style="font-family: helvetica; font-size: small;">This journal publish article biannually on June and December. It is also an open access journal which means that all content is freely available without charge for the user or his/her institution. Users are allowed to read, download, copy, distribute, print, search, or link to the full texts of the articles, or use them for any other lawful purpose, without asking prior permission from the publisher or the author. This is in accordance with the BOAI definition of open access.</span></p> <p><a href="https://sinta.ristekbrin.go.id/journals/detail?id=7030"><span style="font-family: helvetica; font-size: small;"><span style="font-family: helvetica; font-size: medium;"><span style="font-family: helvetica; font-size: small;">Jurnal PTK dan Pendidikan has been indexed in Sinta 4 by The Ministry of Research, Technology and National Organization Research of Innovation</span></span></span></a></p> https://jurnal.uin-antasari.ac.id/index.php/ptkpend/article/view/12181 THE IMPLEMENTATION OF DISCOVERY LEARNING TO IMPROVE CRITICAL THINKING SKILLS AND LEARNING OUTCOMES OF STUDENTS IN CLASS VIIE SMP NEGERI 29 SEMARANG 2024-05-24T01:55:34+00:00 Rudy Bagus Wicaksono [email protected] Naillysa Rahmawati [email protected] Cahyaning Budi Astuti [email protected] Sunarto [email protected] <p style="font-weight: 400;"><em>This research employed a Classroom Action Research approach to enhance critical thinking abilities and student learning outcomes regarding the historical development of Pancasila. This was achieved through a discovery learning model, assisted by Kalpancas Media and Blooket, in Class VII-E of SMP Negeri 29 Semarang. The success of this classroom action research was evaluated using several performance indicators. (1) The mean value of students' knowledge of their ability to play Blooket is at least good, with a daily assessment of at least 80; (2) The mean student attitude score is at least good; (3) The mean student skill score is at least 80; and (4) The mean student learning achievement standard is at least 78, with an average classical learning completion score of 80%. The results of the research demonstrate that students' critical thinking skills, as evidenced by the formative assessment results in the areas of knowledge (assignments), attitudes, and skills, as well as their performance in the Blooket game during Cycle I, exhibited an average of 76.47. This value increased to 90 in Cycle II. The mean score for this item was 58. In the attitude aspect, the mean score in Cycle I was 60.29, which increased to 83.82 in Cycle II. Subsequently, the skill aspect was evaluated. In cycle I, the average was 81.25, and in cycle II, there was an increase of 88.33. In contrast, the mean scores for Blooket in Cycle I were 70, with an increase to 81.17 in Cycle II. In contrast, the pre-cycle student learning outcomes demonstrated a relatively low level of completeness, with only 41.17% (14 children) achieving this outcome. Subsequently, there was an increase of 73.53% (25 children) in Cycle I. In Cycle II, there was an increase of 85.30% (29 children). Consequently, there was an enhancement in both critical thinking abilities and academic outcomes among students enrolled in VII-E at SMP Negeri 29 Semarang.</em></p> <p style="font-weight: 400;"><strong>Keywords: </strong><em>Critical Thinking Skills, Learning Outcomes, Discovery Learning, Kalpancas, Combination, and Blooket</em>. </p> 2024-06-30T00:00:00+00:00 Copyright (c) 2024 Rudy Bagus Wicaksono, Naillysa Rahmawati, Cahyaning Budi Astuti, Sunarto https://jurnal.uin-antasari.ac.id/index.php/ptkpend/article/view/11802 THE MINECRAFTEDU APPLICATION UTILIZATION TO CREATE IMMERSIVE LEARNING IN EDUCATION 4.0 2024-05-24T01:32:13+00:00 Indira Syifa Karai Handak [email protected] Nayla Rizqiyah [email protected] Puji Ayu Handayani [email protected] Arfadila Arfadilaa [email protected] Intan Permata Sari [email protected] <p style="font-weight: 400;">The exponential growth of technology has spurred innovation across a range of fields. This is also evident in the field of educational technology. A variety of studies are conducted to enhance the quality of education and foster meaningful learning. The objective of this research is to examine the potential of Minecraft as a learning tool. The methodology employed is that of a systematic literature review (SLR), which entails a library study flow designed to identify and review journals pertinent to the research topic. This process ultimately yields conclusions. The findings of the research indicate that Minecraft can be incorporated into a variety of subjects. The advantages of integrating Minecraft into learning strategies include enhanced collaboration skills, creativity, digital proficiency, peer tutoring, time management, and an immersive learning environment.</p> <p style="font-weight: 400;"><strong> </strong></p> <p style="font-weight: 400;"><strong>Keywords: </strong><em>Minecraft, Technology Development, Immersion, Quality Education</em></p> 2024-06-30T00:00:00+00:00 Copyright (c) 2024 Indira Syifa Karai Handak, Nayla Rizqiyah, Puji Ayu Handayani, Arfadila Arfadilaa, Intan Permata Sari https://jurnal.uin-antasari.ac.id/index.php/ptkpend/article/view/11699 AN EVALUATION OF THE USE OF ONLINE PROGRAMMING SIMULATOR TO INCREASE THE PARTICIPATION RATE OF CLASSROOM STUDENT ATTENDANCE 2024-05-30T00:00:44+00:00 Riad Sahara [email protected] <p style="font-weight: 400;">The Informatics Distance Learning Study Program at UNSIA is one of the study programs that employs a significant number of practicum-type courses as part of its learning process. The implementation of the practicum is carried out through joint simulations to achieve 21st-century graduate competencies. The implementation of learning for practicum-type courses is carried out through the utilization of the Learning Management System (LMS) and zoom. In practicum-type courses, students are required to install the software necessary for the lecture process, particularly for joint simulations. A significant number of students have encountered difficulties in installing the requisite software. These issues led to a dearth of student engagement during the joint simulations conducted via Zoom, particularly in terms of active participation. The implementation of an appropriate online programming simulator (OPS) is expected to enhance participation in practicum-type courses during synchronous sessions, thereby facilitating the acquisition of the greatest possible learning. The results of the analysis conducted before the implementation of OPS revealed that the lowest active class participation rate was 36.7% (22 students) out of a total of 60 students, while the highest active class participation rate was 50.0% (30 students) out of a total of 60 students. Following the implementation of OPS, the lowest participation rate was 83.3% (53 students) of the total 60 students, while the highest active class participation rate reached 96.7% (58 students) of the total 60 students.</p> <p style="font-weight: 400;"><strong>Keywords</strong>: Class Participants, E-Learning, Higher Education, Online Programming Simulator</p> 2024-06-30T00:00:00+00:00 Copyright (c) 2024 Riad Sahara https://jurnal.uin-antasari.ac.id/index.php/ptkpend/article/view/12078 AN ATTEMPT TO IMPROVE STUDENTS' HEALTH LITERACY SKILLS WITH BLOODYPEDIA BASED ON PROBLEM-BASED LEARNING ON CIRCULATORY SYSTEM MATTERS 2024-05-24T01:38:03+00:00 Aulia Putri [email protected] Amanda Weliyanti [email protected] Rusdi Rusdi [email protected] Rizhal Hendi Ristanto [email protected] Daniar Setyo Rini [email protected] Ade Suryanda [email protected] <div><span lang="EN-US">Health literacy is the capacity to obtain, process, and comprehend fundamental health information and health services that facilitate the formulation of informed health decisions. The objective of this study is to enhance students' health literacy abilities by employing problem-based learning media on circulatory system content. The Classroom Action Research method, employing a cyclic research model comprising two cycles with four stages—namely, planning, action, observation, and reflection—is expected to facilitate the improvement of health literacy skills among class XI students. The PTK methodology employs problem-based learning, which is conducted with 36 students. The data collection method employs test scores or scores on pre- and post-test health literacy questionnaires containing 10 questions, which will be compared on average as a reference for improving students' health literacy. The findings of this study indicate that there was an increase in health literacy skills, with a value of 13.86% in Cycle I and 13.96% in Cycle II. In conclusion, the results of this action research demonstrate that the problem-based learning model with Bloodypedia media is an effective method for improving the health literacy skills of grade XI students on the material of the human circulatory system</span></div> <div> </div> <div> <p style="font-weight: 400;"><strong>Keywords:</strong> Bloodypedia, health literacy, problem-based learning </p> </div> 2024-06-30T00:00:00+00:00 Copyright (c) 2024 Aulia Putri, Amanda Weliyanti, Rusdi Rusdi, Rizhal Hendi Ristanto, Daniar Setyo Rini, Ade Suryanda