Jurnal Simki Postgraduate 2024-04-11T21:10:58+07:00 Erwin Putera Permana, M.Pd Open Journal Systems <div style="background-color: #ebfeec; border: 2px solid #bae481; border-radius: 5px; text-align: left; padding: 5px; font-family: sans-serif; font-size: 14px; margin-left: 0px;">Jurnal Simki Postgraduate providing a forum for publication of scientific works in the field of postgraduate education such as Teacher Education, Learning, Learning Media, Learning Strategies, Learning Models, Learning Evaluation, and similar Education</div> <p><a href="" target="_blank" rel="noopener">ISSN (Online) 2599-0756</a><br><a title="Web Analytics Made Easy - Statcounter" href="" target="_blank" rel="noopener"><img src="" alt="Web Analytics Made Easy - Statcounter"></a> <a href="">View JSPG Stats</a></p> Analisis Kebutuhan Pengembangan Media Pembelajaran Pop-Up Book Bersuara Materi Menggali Informasi pada Fabel untuk Siswa Kelas II SDN Tiron 4 2024-01-16T20:13:29+07:00 Diah Puspita Sari Ita Kurnia Nurita Primasatya <p>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.</p> 2024-01-16T20:13:11+07:00 Copyright (c) 2024 Diah Puspita Sari, Ita Kurnia, Nurita Primasatya Pengembangan Media Pembelajaran Board Game Aksara Jawa Kelas III SDN 2 Bandung Prambon 2024-01-19T09:58:37+07:00 Deviyanti Widyaningrum Erwin Putera Permana Ita Kurnia <p>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.</p> 2024-01-19T09:58:36+07:00 Copyright (c) 2024 Deviyanti Widyaningrum, Erwin Putera Permana, Ita Kurnia Penerapan Model Problem Based Learning dengan Media Wordwall untuk Meningkatkan Motivasi dan Hasil Belajar Siswa Mata Pelajaran Pendidikan Pancasila Materi Keragaman Budaya Indonesia 2024-02-13T09:17:24+07:00 Andri Nurbiyati Erwin Putera Permana <p>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.</p> 2024-02-13T09:17:23+07:00 Copyright (c) 2024 Andri Nurbiyati, Erwin Putera Permana Analisis Model Rantai Markov Waktu Kontinu pada Model Transmisi dan Vaksinasi COVID-19: Studi Kasus Provinsi DKI Jakarta 2024-04-11T21:10:58+07:00 Rifaldy Atlant Tungga <p>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.</p> 2024-01-25T00:00:00+07:00 Copyright (c) 2024 Rifaldy Atlant Tungga