https://journal.sintesia.id/index.php/japs/issue/feed Jurnal Analisis Pendidikan Sosial 2025-06-17T04:07:50+00:00 Khabib Bima Setiyawan setiyawankhabibbima@mail.com Open Journal Systems <div style="border: 3px #0F3871 Dashed; padding: 10px; background-color: #e1eef4; text-align: left;"> <ol> <li>Journal Title: <a href="https://journal.sintesia.id/index.php/japs/">Jurnal Analisis Pendidikan Sosial</a></li> <li>Initials: JAPS</li> <li>Frequency: January, March, May, July, September, November</li> <li>Online ISSN: 3031-5239</li> <li>Editor in Chief: Widia Lestari, M.Sos.</li> <li>Publisher: CV Sintesia</li> </ol> </div> <p style="text-align: left;"><img style="margin-left: 8px; margin-right: 15px; box-shadow: 5px 5px 5px gray; float: left;" src="https://journal.sintesiainstitute.org/public/site/images/sintesia/cover-kecil.png" alt="" width="177" height="250" /></p> <p><em><strong>Jurnal Analisis Pendidikan Sosial</strong></em> (JAPS) [e-ISSN 3031-5239] is an open access peer-reviewed research journal published by the Sintesia Research Institute. JAPS serves as a platform that embraces and recognizes high-quality empirical original research papers in the fields of education, sociology, and social science, authored by researchers, academicians, professionals, and practitioners from around the world.</p> <p>Access to the <em>Jurnal Analisis Pendidikan Sosial</em> (JAPS) is only available through our official website. We do not take responsibility for access outside of this platform.</p> https://journal.sintesia.id/index.php/japs/article/view/84 IMPROVING TABLE TEXT COMPREHENSION THROUGH CONTEXTUAL LEARNING IN ENGLISH SUBJECT FOR GRADE VIIC STUDENTS AT SMPN 2 SOA 2025-06-17T03:01:51+00:00 Florianus Kugu Meo florianuskugumeo@gmail.com <p>Understanding table texts in English is a challenge for junior high school students due to the lack of effective learning strategies. Initial observations at SMPN 2 Soa revealed that seventh-grade students struggled to identify information, understand data relationships, and draw conclusions from tables. Contextual Teaching and Learning (CTL) was chosen to connect the material with students' real-life experiences to enhance their comprehension. This study aims to describe the implementation of CTL, measure its effectiveness in improving table text comprehension, and identify challenges faced by students. This Classroom Action Research (CAR) was conducted in two cycles, consisting of planning, implementation, observation, and reflection stages. The subjects were Grade VIIC students at SMPN 2 Soa. Data were collected through tests, observations, and interviews, and analyzed using descriptive statistics. Results from Cycle 1 showed an increase in the average score from 51.1 to 65.6, but only 17.24% of students met the target (?70). In Cycle 2, a more interactive strategy was applied, raising the average score to 78.6, with 90 % of students achieving the target, demonstrating the effectiveness of CTL.</p> 2025-05-30T00:00:00+00:00 Copyright (c) 2025 Jurnal Analisis Pendidikan Sosial https://journal.sintesia.id/index.php/japs/article/view/85 PENERAPAN METODE FLASHCARD GAMES UNTUK MENINGKATKAN HASIL BELAJAR TENTANG MATERI KALIMAH TAYYIBAH PADA SISWA SD 2025-06-17T03:06:44+00:00 Susanti Tarwita starwita4@gmail.com Nur Ali Yasin nuraliyasin17@gmail.com <p>The learning outcomes of third-grade students at SD Negeri Klatak Banyuwangi on the theme “Aku Senang Berkalimah Tayyibah” were low during the pre-cycle stage, with an average score of 63 and a mastery level of 36.36%. This underachievement was attributed to conventional teaching methods that lacked active student engagement. This study aims to improve students’ learning outcomes through the implementation of flashcard games, an interactive and enjoyable learning approach. This research employed Classroom Action Research (CAR) conducted in two cycles, each consisting of planning, implementation, observation, and reflection stages. Data were collected through learning outcome tests, observations, and interviews and were analyzed descriptively using qualitative and quantitative methods. The results demonstrated significant improvement in each cycle. In cycle 1, the average student score increased to 78.36, with a mastery level of 66.67%. In cycle 2, the average score reached 90, with 100% mastery. The flashcard games method effectively enhanced students’ understanding of the material, motivated them to learn actively, and created an interactive learning environment. This study recommends applying similar methods in other subjects to improve the quality of education.</p> 2025-06-17T00:00:00+00:00 Copyright (c) 2025 Jurnal Analisis Pendidikan Sosial https://journal.sintesia.id/index.php/japs/article/view/86 UPAYA MENINGKATKAN KREATIVITAS ANAK MELALUI PEMBELAJARAN STEAM DENGAN MEDIA LOOSE PART PADA ANAK KELOMPOK A TK PERTIWI BANTARWUNI TAHUN PELAJARAN 2020/2021 2025-06-17T03:47:01+00:00 Dwi Andriyani dwiandriyani826@gmail.com <p>The purpose of this study is to describe the process and learning outcomes through learning STEAM (Sciense Technology Engineering Art and Mathematich) using Loose Part media which can increase the creativity of group A children at Pertiwi Bantarwuni Kindergarten, Kembaran District, Banyumas Regency, for the Academic Year 2020/2021 as many as 15 students. The method used in this research is Kemmis and Mc Taggart's Class Action Research which includes four stages, namely planning, observation, action and reflection and decision making for the development of activities and subsequent actions. Data collection techniques using observation, notes and documentation. From the results of research in the pre-cycle through the test of creativity ability indicators, students' abilities showed 33% completeness. Then it increased in cycle I to cycle II, namely cycle I (60%), cycle II (86%). The conclusion of this study is that through STEAM learning with Loose Part media, it can increase the creativity of Pertiwi Bantarwuni Kindergarten children in Group A for the 2020/2021 Academic Year. This study consisted of two cycles, each cycle consisting of 4 meetings. The data analysis technique used is qualitative and quantitative data analysis. Qualitative data analysis by analyzing data from observations, interviews and documentation during the study. Quantitative data analysis uses a data processing approach through statistical methods to explain the level of success in learning in Cycle 1 and Cycle 2. The results of this study indicate an increase in early childhood creativity through STEAM learning with Loose Part media.</p> 2025-06-17T00:00:00+00:00 Copyright (c) 2025 Jurnal Analisis Pendidikan Sosial https://journal.sintesia.id/index.php/japs/article/view/87 UPAYA MENINGKATKAN MOTIVASI DAN PRESTASI BELAJAR KOMPETENSI DASAR MENERAPKAN CARA PERAWATAN SISTEM STARTER DENGAN PENERAPAN MEDIA PEMBELAJARAN BERBASIS ANDROID PADA PESERTA DIDIK KELAS XI TEKNIK KENDARAAN RINGAN OTOMOTIF 2025-06-17T03:51:57+00:00 Aris Dianto aris@smk-pi.sch.id Aris Dianto aris@smk-pi.sch.id <p>This study aims to: (1) determine the implementation of Android-Based Learning media implementation in an effort to increase student motivation in PKKR subjects at SMK Prakarya Internasional; (2) Knowing the implementation of Android-based learning media implementation in an effort to improve student achievement in PKKR subjects at SMK Prakarya Internasional. The subjects of this study were students of class XI TKRO at SMK Prakarya Internasional. This type of research is included in the CAR (Classroom Action Research) whose steps are as follows: 1) planning; 2) implementation; 3) observation and; 4) reflection. Retrieval of research data through observation, written tests, and questionnaires with research instruments in the form of: 1) observation sheets; 2) test questions and; 3) questionnaire sheet. Observations were made to measure the implementation of PKKR learning with Android-based learning media. Written tests were conducted to measure learning and student achievement. Questionnaires were given to determine student responses. The data analysis technique for the instrument of observation sheet and questionnaire sheet is using the percentage formula, for the test question instrument using the percentage formula. The results showed that the application of Android-based learning media. in learning Light Vehicle Electrical Maintenance can increase students' motivation and learning achievement. This is based on the acquisition of the average percentage of student achievement in the first cycle of 67.21 and the average student achievement in the second cycle of 71.73. The achievement of the first cycle of KKM is 52.17% and the second cycle of KKM is 82.61%. The results of the observation of student learning activities in the first cycle were 82% on the aspect of paying attention, 34% on the note-taking aspect, 13% on the questioning aspect, 21% on the aspect of answering questions, 43% on the aspect of expressing opinions, 17% on the aspect of discussing the material, and 78% on the aspect of independent learning. The results of the observation of student learning activities in cycle II were 95% on the aspect of paying attention, 56% on the aspect of taking notes, 43% on the aspect of asking questions, 34% on the aspect of answering questions, 52% on the aspect of expressing opinions, 34% on the aspect of discussing the material, and 86% on the aspect of independent learning. In addition, students gave a very positive response to the application of Audio Visual Learning media in Motor Starter learning. This is based on the percentage of the questionnaire results of 95.65% of students responding very positively and 4.35% of students responding positively.</p> 2025-06-17T00:00:00+00:00 Copyright (c) 2025 Jurnal Analisis Pendidikan Sosial https://journal.sintesia.id/index.php/japs/article/view/88 PENINGKATAN HASIL BELAJAR JARAK DALAM RUANG MELALUI PBL DAN GEOGEBRA PESERTA DIDIK KELAS XII SMA INSAN CENDEKIA MANDIRI BOARDING SCHOOL 2025-06-17T03:54:57+00:00 Bintang Wiyono Bakti Yulianto bintangicm@gmail.com <p>This research is a classroom action research that aims to determine the improvement of learning outcomes in distance in space material through PBL (Problem Based Learning) and the application of geogebra for XII graders of Senior High School Insan Cendekia Mandiri Boarding School that the number is 15 students. This research was conducted in 3 cycles with each cycle consists of 2 meetings. Data collection techniques were carried out using learning outcomes tests. Based on the results of the study, in the first cycle, the average student learning outcomes were 63 with low category. Meanwhile, in the second cycle the average student learning outcomes were 71 with high category and in the third cycle the average student learning outcomes were 85 with very high category. Thus, the learning outcomes of XII graders have increased through PBL and geogebra applications.</p> 2025-06-17T00:00:00+00:00 Copyright (c) 2025 Jurnal Analisis Pendidikan Sosial https://journal.sintesia.id/index.php/japs/article/view/89 IMPLEMENTASI MODEL PEMBELAJARAN KOOPERATIF TIPE JIGSAW UNTUK MENINGKATKAN AKTIVITAS BELAJAR DAN HASIL BELAJAR PESERTA DIDIK SUB POKOK BAHASAN MENGELOLA KARTU PERSEDIAAN PADA PESERTA DIDIK KELAS XI.111.2 SMK PGRI 2 NGANJUK TAHUN AJARAN 2019/2020 2025-06-17T03:59:30+00:00 Siti Nurul Aini sitinurulaini2015@gmail.com <p>In learning activities, the learning model applied by the teacher in the classroom greatly affects the achievement or learning outcomes of students, so it requires the mental involvement and work of the students themselves in order to produce meaningful learning outcomes. Only active learning activities can produce meaningful and unforgettable learning outcomes. In a study entitled Implementation of the Jigsaw Type Cooperative Learning Model to Improve Learning Activities and Learning Outcomes of Students, the Sub-topic of Managing Inventory Cards for Class XI.111.2 Students SMK PGRI 2 Nganjuk School year 2019/2020. learning activities have not achieved optimal results. This happens because during learning activities the learning activities of students are still lacking, so the impact on the learning outcomes achieved is also less than optimal. This research was carried out in 1 cycle, in which cycle 1 consisted of 2 (two) face-to-face meetings. The results of this study are, that there is an increase in student learning activities for each indicator. This increase in learning activities occurs because the jigsaw type cooperative learning model involves more students in learning activities. The reciprocal relationship between students and teachers and with other students is more balanced, thus creating a more active and enjoyable learning atmosphere. It can be proven that before the application of the jigsaw type cooperative learning model the average student learning activity was 55.07%. After the application of the jigsaw type cooperative learning model, the average student learning activity increased to 75.00%. With the increase in student learning activities, in the end it is also able to improve the learning outcomes achieved by students. It can be seen that before the application of the jigsaw type cooperative learning model the average scores of students was 69.90. From the number of students as many as 31 people, who finished studying (scores above KKM 65) were 20 people (64.52%), while the number of students who had not completed (scores below KKM 65) were 11 people (35.48%). However, after the application of the jigsaw type cooperative learning model in learning activities, student learning outcomes have increased. From the number of students as many as 31 people, who finished studying (scores above KKM 65) were 25 people (80.65%), while the number of students who had not completed (scores below KKM 65) decreased by 6 people (19, 35%). For the average scores of the class also increased to 73.16.</p> 2025-06-17T00:00:00+00:00 Copyright (c) 2025 Jurnal Analisis Pendidikan Sosial https://journal.sintesia.id/index.php/japs/article/view/90 PENINGKATAN HASIL BELAJAR MATEMATIKA SIMETRI LIPAT DAN PUTAR MELALUI MEDIA SPARKOL 2025-06-17T04:03:53+00:00 Winda Juniarsih windajuni10@gmail.com Yulia Maftuhah Hidayati windajuni10@gmail.com Siti Syamsiyah windajuni10@gmail.com <p>This study aims to study mathematics learning outcomes of folding and rotating symmetry using sparkol media. the research subjects who were subjected to action were students of class iii with a total of 19 students. methods of data collection using tests. the data analysis technique used is a qualitative descriptive technique which includes the stages of data reduction, data presentation and conclusion drawing. the results showed that there was an increase in student learning outcomes. and the increase in learning outcomes can be seen from the kkm that has been determined, namely 75, namely before the students' actions are completed, namely 2 with an average of 59.73, cycle i 8 with an average of 68.1, cycle ii students who complete 17 with an average of 77, 54. the conclusion of this study is that sparkol media can increase motivation and learning outcomes of grade iii students of sd muhammadiyah 4 kandangsapi in 2020/2021.</p> 2025-06-17T00:00:00+00:00 Copyright (c) 2025 Jurnal Analisis Pendidikan Sosial