Satya Widya http://ejournal.uksw.edu/satyawidya <p>SATYA WIDYA <em>is presenting diverse, yet still within major themes in education. Especially the study of theoretical education and results of descriptive research, classroom action research, experimental and development research, in the purpose of sustainable professionalism development</em>.</p> Fakultas Keguruan dan Ilmu Pendidikan Universitas Kristen Satya Wacana en-US Satya Widya 0854-5995 <a href="http://creativecommons.org/licenses/by/4.0/" rel="license"><img src="https://i.creativecommons.org/l/by/4.0/88x31.png" alt="Creative Commons License" /></a><br /><span>Satya Widya is licensed under a </span><a href="http://creativecommons.org/licenses/by/4.0/" rel="license">Creative Commons Attribution 4.0 International License</a> PENGEMBANGAN MOBILE LEARNING BERBASIS ANDROID SEBAGAI SARANA BERLATIH MENGERJAKAN SOAL MATEMATIKA http://ejournal.uksw.edu/satyawidya/article/view/1371 Penelitian ini bertujuan untuk mengembangkan mobile learning berupa game quiz berbasis android pada materi barisan dan deret. Penelitian ini adalah penelitian pengembangan. Prosedur dalam penelitian ini terdiri dari analisis produk yang dikembangkan, mengembangkan produk awal, dan uji coba produk. Hasil penelitian menunjukkan bahwa game quiz berbasis android yang dikembangkan valid. Danang Setyadi ##submission.copyrightStatement## 2017-12-21 2017-12-21 33 2 87 92 10.24246/j.sw.2017.v33.i2.p87-92 BIBLIO COUNSELING TO REDUCE THE EFFECTIVENESS OF STUDENT academic procrastination FORCE OF GUIDANCE AND COUNSELING http://ejournal.uksw.edu/satyawidya/article/view/1376 <p><br />Academic Procrastination is a manifestation form of avoidance in a task that should be done by an individual. Procrastinator deliberately to delay the work or tasks that should be solved. Thus procrastination is delay work on an employment or assignment that is done deliberately.<br />This study uses a quantitative approach to design Quasi Experiment patterns pretest and posttest Group.The subjects in this study is the Student Guidance and Counseling Program 2015 University Kanjuruhan Malang forces amounting to 5 students. The research instrument uses a scale of academic procrastination. Data analysis technique used is statistically using SPSS 22:00 for windows.<br />The results showed that based on the analysis of different test Wilcoxon between pretest and posttest generate value significant (two-tailed) &lt;0.05 is 0.043, which means the provision of treatment through counseling biblio effective to reduce the level of student academic procrastination. Based on the results of data presentation can be concluded that the study subjects experienced the difference after the treatment is done, so it can be said that the biblio effective counseling to reduce the level of academic procrastination. <br />Keywords: Academic Procrastination, Biblio counseling</p> Erik Teguh Prakoso Wida Reni Kristianti ##submission.copyrightStatement## 2017-12-21 2017-12-21 33 2 93 98 10.24246/j.sw.2017.v33.i2.p93-98 PERAN SELF-REGULATED LEARNING DALAM MEMODERATORI PEMBELAJARAN DENGAN PENDEKATAN SAINTIFIK TERHADAP HASIL BELAJAR SISWA http://ejournal.uksw.edu/satyawidya/article/view/1381 <p>Penelitian menggunakan data awal yang berdistribusi normal setelah dilakukan uji dengan <em>Kolmogorov-Smirnov</em>. Setelah itu dilakukan pengujian variabel moderator dengan RA dan MRA. Hasil penelitian memberikan sumbangan predictor yang semula 18.2% (dari model RA) meningkat sebesar 21.4% menjadi 39.6% (dari model MRA). SRL dapat memberikan pengaruh positif dalam pembelajaran dengan pendekatan saintifik terhadap hasil belajar siswa. SRL mampu memprediksi hasil belajar siswa karena siswa dengan tingkat SRL yang baik memiliki inisiatif belajar dari diri sendiri, teratur dalam belajar, mampu menyelesaikan suatu masalah dan dapat menempatkan diri ke dalam lingkungan sosial. Siswa dengan kemampuan tersebut mampu menyesuaian pembelajaran dengan pendekatan saintifik yang di dalam proses belajarnya terdapat proses mengamati, menanya, mengumpulkan data, menganalisis, dan mengkomunikasikan. Oleh karena itu SRL berperan memoderatori pembelajaran dengan pendekatan saintifik terhadap hasil belajar siswa.</p> Fika Widya Pratama ##submission.copyrightStatement## 2017-12-21 2017-12-21 33 2 99 108 10.24246/j.sw.2017.v33.i2.p99-108 KEARIFAN LOKAL PERMAINAN CONGKLAK SEBAGAI PENGUATAN KARAKTER PESERTA DIDIK MELALUI LAYANAN BIMBINGAN KONSELING DISEKOLAH http://ejournal.uksw.edu/satyawidya/article/view/1403 <p>Perkembangan teknologi yang semakin canggih dan maju memberikan dampak positif dan negatif bagi perkembangan anak. Anak lebih tertarik dengan teknologi yang modern daripada hal yang berbau tradisional, alhasil teknologi tersebut membuat anak memiliki karakter yang acuh tak acuh dan individualis. Permainan tradisional <em>congklak</em> yang bersifat kearifan lokal memberikan perhatian besar dalam membangun dan menguatkan karakter anak. Dalam lingkup sekolah permainan ini dapat menjadi media dalam layanan bimbingan dan konseling dalam memperkuat karakter peserta didik</p> Indra Lacksana ##submission.copyrightStatement## 2017-12-21 2017-12-21 33 2 109 116 10.24246/j.sw.2017.v33.i2.p109-116 PENILAIAN FORMATIF PESERTA DIDIK ATAS KOMPETENSI PENDIDIK DALAM PROSES PEMBELAJARAN http://ejournal.uksw.edu/satyawidya/article/view/1300 <p class="E-JOURNALAbstractBodyEnglish">This study aims to assess teachers’ competence in learning process.  Research used is quantitative approach designed descriptively.  The research paticipant are 76 studens determined by proportional stratified random sampling technique (class A to F). The data for teaching competency were collected using questionnaire developed by the Ministry of Education and Culture (2015), involving 28 closed-statements with Likert scale model. The questionnaire was responded on a scale of 5 to 1 (very good/very high/always up to not good/very low/never). All data is processed by descriptive analysis using SPSS 20.00 for windows. The result is that the 9 courses which are assessed formatively by the participants indicated that the teaching competence is in the very high category (69%) so that it needs to be maintained and developed continuously.</p> Jusuf Blegur M. Rambu P. Wasak Lukas Manu ##submission.copyrightStatement## 2017-12-21 2017-12-21 33 2 117 127 10.24246/j.sw.2017.v33.i2.p117-127 PENGEMBANGAN MODEL PEMBELAJARAN CO-OP CO-OP BERBANTU TEKNOLOGI INFORAMSI DAN KOMUNIKASI (TIK) PADA MATA PELAJARAN EKONOMI http://ejournal.uksw.edu/satyawidya/article/view/1347 <p><em>Penelitian ini bertujuan untuk mengembangkan </em><em>model pembelajaran co-op co-op berbantu </em><em>T</em><em>eknologi </em><em>I</em><em>nforamsi dan </em><em>K</em><em>omunikasi (</em><em>TIK</em><em>) pada mata pelajaran </em><em>Ekonomi. </em><em>Jenis penelitian yang digunakan dalam penelitian ini adalah penelitian </em><em>pengembangan (Research and Development). Model pengembangan yang digunakan adalah 10 langkah dari Borg and Gall yang dibatasi pada </em><em>lima</em><em> langkah, yaitu identifikasi potensi dan masalah; pengumpulan data atau informasi; desain produk; validasi; dan revisi. Hasil penelitian menunjukan bahwa model pembelajaran co-op co-op berbantuan TIK terdiri dari </em><em>lima</em><em> langkah utama, yaitu persiapan, pengembangan, implementasi, evaluasi, dan revisi. Khusus pada langkah implementasi, terdapat </em><em>sembilan</em><em> langkah dalam sintak pembelajaran co-op co-op yang berbantuan TIK. Model ini telah dinyatakan layak oleh validator materi dan validator media. Oleh karena itu, disarankan kepada penelitian selanjutnya untuk menguji coba model ini secara empirik dengan penelitian tindakan (action research) atau penelitian eksperimen.</em><em></em></p> Manoto Togatorop ##submission.copyrightStatement## 2017-12-21 2017-12-21 33 2 128 145 10.24246/j.sw.2017.v33.i2.p128-145 PENGARUH INTENSITAS BERMAIN GAME TERHADAP TINGKAT KOGNITIF (KECERDASAN LOGIKA-MATEMATIKA) USIA 8-9 TAHUN http://ejournal.uksw.edu/satyawidya/article/view/1296 <p align="center"> </p><p>Perkembangan tekonologi yang semakin canggih dapat memudahkan pekerjaan manusia. Salah satu tekonologi adalah <em>gadget. Gadget </em>tidak hanya digunakan orang dewasa namun juga digunakan anak-anak untuk mengakses <em>game. </em>G<em>ames </em>juga digunakan untuk mendukung aspek-aspek perkembangan salah satunya kognitif. Perkembangan kognitif sangat diperlukan untuk meningkatkan kemampuan otak<em>. </em>Tujuan penelitian ini untuk mengetahui pengaruh intensitas bermain <em>game</em> terhadap tingkat kognitif (kecerdasan logika-matematika) anak usia 8-9 tahun. Kecerdasan logika-matematika dapat dinilai atau diwakili dari kemampuan berhitung. Penelitian ini menggunakan metode kuantitatif deskriptif. Instrumen yang digunakan berupa kuesioner dan soal tes matematika. Teknik Analisis data menggunakan uji normalitas berupa kolmogrov-smirnov, shapiro-wilk dan uji <em>mann-whitney</em>. Penelitian ini dilakukan di Sekolah Dasar Kristen Satya Wacana Salatiga kelas 3 berjumlah 60 anak. Hasil penelitian Responden dengan nilai kemampuan berhitung &lt; 70 sebanyak 30 anak dengan rata-rata waktu bermain game 4.9 jam per hari dan 4.5 jam per minggu. Responden dengan nilai kemampuan berhitung &gt; 70 sebanyak 30 anak dengan rata-rata waktu bermain game 2.8 jam per hari dan 2.2 jam per minggu. Data ini menunjukkan bahwa nilai ≤ 70 cendrung bermain game lama. Durasi bermain game ≤ 3 jam per hari dan &gt; 3 jam per hari memiliki pengaruh signifikan terhadap kognitif. Durasi bermain game ≤ 21 jam per minggu dan &gt; 21 jam per minggu memiliki pengaruh signifikan terhadap kognitif.  </p><p><strong>Kata kunci: </strong>bermain <em>game, </em>kognitif (Kecerdasa Logika-Matematika), kemampuan otak.</p><p align="center"><strong><em>Abstract</em></strong></p><p><em>The advance of technology could ease the people for work. One kind of this is gadget. Gadget is not only used by adult, yet the children too to access the game. The game also used to bolster the aspects of growth, either is cognitive growth. Cognitive growth is required to improve the brain power. The purpose of this research is to find out the effect of the intensity of playing games to cognitive level (Logical-Mathematical Intelegence) for the children aged 8-9 years Logical-Mathematical Intelegence may be valued or represented by the numeracy skills. This research utilize quantitative and descriptive method by using several instrument such as math test and questionnaire. Analysis Data Technique, performed by using the normality test of kolmagrov-smirnov, shapiro-wilk and mann-whitney test. This research done in The Christian Primary School of Satya Wacana to 60 3rd graders pupils. The research to the respondent result that 30 pupils who playing games with average of time 4,9 hours a day and 4,5 hours a week have score of numeracy skills </em><em>≤ </em><em>70. While theother 30 pupils who playing games with verage of time 2,8 hours a day and 2,2 hours a week have score of numeracy skills </em><em>&gt;</em><em>70. This data shows that the score &lt;70 owned by the pupils who play the games longer. Duration of playing games &lt;3 hours or &gt;3 hours a day have a significant impact to cognitive level Likewise, duration of playing games &lt;21 hours or &gt;21 hours a week have a significant impact to cognitive level.</em><em></em></p><p><strong><em>Key words</em></strong><em> : </em><em>Playing Game, C</em><em>ognitive (Logical-Mathematical Intelegence ),</em><em> </em><em>The ability of the brain.</em></p> Theresita Febriane Manggena Kukuh Pambuka Putra Theresia Pratiwi Elingsetyo Sanubari ##submission.copyrightStatement## 2017-12-21 2017-12-21 33 2 146 153 10.24246/j.sw.2017.v33.i2.p146-153 PENGARUH MODEL PEMBELAJARAN PROBLEM BASED LEARNING (PBL) BERBANTUAN LKS KREASI SISTEM RESPIRASI TERHADAP HASIL BELAJAR SISWA SMA http://ejournal.uksw.edu/satyawidya/article/view/1407 <p><em>This study aims to determine the effect of Problem Based Learning (PBL) model aided LKS Creation Respiratory System to student learning outcomes MAN 1 Magelang. This study uses a quasi-experimental design. The sample used is a class XI MIA 6 </em><em>as </em><em>control </em><em>class</em><em> and XI MIA 5 </em><em>as </em><em>experimental </em><em>class.</em><em> Sampling technique using cluster random sampling. The results showed that the average cognitive achievement, experimental class is better than the control class, namely </em><em>66</em><em>.</em><em>97</em><em>&gt;</em><em>58</em><em>.</em><em>70</em><em>. Based on data analysis psychomotor learning outcomes, the experimental class get better results than the control class, is 76.67%. On the affective aspects in the experimental group also showed better results is 79.99% while the control group is 62.32% with both good category. Both classes have reached school classical completeness is ≥ 75%. Classical completeness experimental group reached 81.25%, while the control group 75%. The average yield of 91.5% the teacher's performance is very good. In general, teachers and students also respond very well to applied learning. Conclusions from this research is a model of PBL aided the Respiratory System LKS Creation a positive effect on learning outcomes of students of class XI MIA MAN 1 Magelang the academic year 2015/2016.</em><em></em></p> Sri Mulyani Endang Susilowati Abadia Delima Priyantini Widiyaningrum ##submission.copyrightStatement## 2017-12-21 2017-12-21 33 2 154 164 10.24246/j.sw.2017.v33.i2.p154-164