bluuebunny/crossref_metadata_2025 huggingface dataset:
Model Pembelajaran Problem Based Learning Berbantuan Mind Mapping Meningkatkan Hasil Belajar IPA Kelas V
Authors: Saputra I Made Arista Sastra , Agustiana I Gusti Ayu Tri , Dharmayanti Putu Ari
Published: June 2024

Rendahnya hasil belajar IPA di sekolah dasar cenderung disebabkan karena proses pembelajaran yang masih dilakukan dengan berpusat kepada guru, sehingga siswa tidak dapat berperan aktif dalam proses pembelajaran. Adapun tujuan dari penelitian ini yakni untuk menganalisis pentingnya penerapan model pembelajaran yang efektiv diterapkan kepada siswa. Penelitian ini tergolong kedalam jenis penelitian quasy experimental design. Populasi dalam penelitian ini yakni 211 siswa kelas V SD. Penarikan sampel dalam penelitian dilakukan menggunakan teknik simple random sampling, dengan jumlah sampel akhir yakni 45 siswa kelas V. Pengumpulan data dalam penelitian dilakukan menggunakan metode non tes, dengan instrument penelitian berupa instrumen tes berbentuk soal Objektif. Data dalam penelitian kemudian dianalisis menggunakan teknik analisis statistik deskriptif dan inferensial (Uji-t). Berdasarkan hasil analisis data didapatkan bahwa terdapat perbedaan yang signifikan hasil belajar IPA antara kelompok eksperimen dan kontrol. Selain itu, berdasarkan analisi deskriptif diperoleh skor rata-rata kelompok eksperiman lebih besar dari skor rata-rata kelompok kontol. Berdasarkan hasil tersebut, maka dapat disimpulkan bahwa terdapat pengaruh yang signifikan model pembelajaran Problem Based Learning berbantuan mind map terhadap hasil belajar IPA siswa kelas V.
Improving the Scientific Attitude of Elementary School Students Through Problem-Based Learning
Authors: Wibawa I Made Citra , Susanta I Wayan , Parmithi Ni Nyoman , Mahendra I Wayan Eka
Published: June 2024

Learning science at the elementary school level still faces various obstacles. These obstacles are caused by low interest and motivation in learning, activities in learning that are still monotonous or conventional, and other constraints. This study aims to investigate the effect of problem-based learning (PBL) approach on students' scientific attitudes in elementary school. This study used an experimental research design with a randomized control group. The population of this study was grade V students. The research sample consisted of 38 students who were divided into two groups, namely the experimental group and the control group. Data was collected through several methods, namely daily test scores and student scientific attitude questionnaires. Data analysis is carried out using appropriate statistical tests. To compare the difference in student achievement between the experimental group and the control group, the average daily test scores before and after the treatment were compared. Meanwhile, differences in scientific attitudes between the two groups were analyzed using the one-track ANOVA test after confirming the normality of data distribution and homogeneity of variants between groups. The results showed that students who followed the PBL approach obtained higher scores than those who followed the conventional approach in terms of scientific attitudes. The implication of this research is to contribute to the development of science learning in elementary schools with a focus on developing students' scientific attitudes, motivation, creativity, and critical thinking.
Digital Student Worksheet Oriented to Problem-Based Learning in Science Subjects for Elementary School Students
Authors: Supriatna A.R. , Andriani Riliana , Usman Herlina , Sari Yofita
Published: June 2024

Teachers have difficulty developing learning tools, one of which is a student work sheet. The evolution of the times demands that teachers make use of existing technology. Therefore, it is necessary for the innovation and creativity of teachers to create interesting and enjoyable learning. The research was conducted with the aim of developing a problem-solving-based digital Students Working Sheet on IPA subjects for the highest grade that is valid and implementable. The type of research used is Research and Development (R&D). A total of 32 V-class students are subject to research. To test the level of validity of researchers involved media experts, material experts, and also linguists. Data is collected through observations, interviews to obtain needs analysis, and the dissemination of questionnaires. As for the percentage of the results of the qualification test, several expert judgements were obtained, among others: the media expert scored a presentation score of 92.50%, the material expert scared a presentation of 97.50% and the linguist scored the presentation of 87.50%. While the one-to-one test results scored 89.17% next step the researchers conducting a small group test scored 91.33% included in the very good category. In general, the digital learner work sheet can be used as a supporting teaching material in the learning of IPA in particular in the class V of the Basic School which can be done independently and give implications to the teacher of the Elementary School as well as further researchers to develop teaching materials in particular the digital LKPD based on PBL.
Cybernetic Theory in Improving Students' Higher Order Thinking Skill
Authors: Nasution  , Safirah Adita Dwi , Wiryanto  , Muhimmah Hitta Alfi , Abdillah Moh. Irfan
Published: June 2024

The rapid development of knowledge and technology in the 21st century era, education is very important in facing global challenges. Students are required to have higher order thinking skills. Education plays an important role in shaping students' HOTS in facing challenges in the current era. The purpose of this study was to analyze the effect of implementing cybernetic theory on HOTS. This type of research is a quasi-experimental design with a non-equivalent control group design. The population of this study were fourth grade elementary school students, totalling 42 students. The sample of this research was class IV A with 20 students and class IV B with 22 students. Class IV A is an experimental class that does learning with cybernetic theory, while class IV B is a control class that does conventional learning. Methods in data collection are interviews and tests. The instruments used in data collection were interview sheets and multiple-choice tests. Data were analyzed with quantitative descriptive and independent sampling t test. The results of the t-test that have been carried out obtained a t-count value of 9.645 with a t-table of 1.684. This means that t-count > t-table so that Ha is accepted and Ho is rejected. So, it can be concluded that there is a significant effect of the application of cybernetic theory on the HOTS of fourth grade elementary school students. Therefore, the use of cybernetic theory can be an effective approach in developing HOTS at the elementary school.
The Effect of Problem Based Learning Model on Students' Critical Thinking Ability
Authors: Awaliyah Nur Putri , Hastuti Woro Sri , Wibowo Setiawan Edi , Hidayat Panji
Published: June 2024

Students still experience difficulties developing critical abilities, so students still experience difficulties working in groups, communicating, solving problems, and making decisions as the right solution to a problem. This study aimed to analyze whether the problem-based learning (PBL) learning model, through science learning, affected students' critical thinking skills. This study used a quasi-experimental design with a pretest-posttest control design. Methods of data collection using observation and documentation methods using research instruments. The data analysis technique used is quantitative descriptive analysis. The sample of this research is 25 students. Based on the hypothesis testing obtained through the t-test calculation with a significant level (a) 0.05 and dk = 25-2 = 23, the value of tcount = 27.98 is obtained. Thus, it can be concluded that t-count > t-table or 27.98 > 2.069, then H0 is rejected and Ha is accepted, meaning that the hypothesis stating that the problem-based learning method influences the critical thinking skills of class 4H students at Ahmad Dahlan University is accepted as true. It was concluded that the problem-based learning method influenced the critical thinking skills of class 4H students.
Skills in Preparing Mathematics Teaching Modules and Their Correlation with Skills in Providing Learning Variations for Prospective Elementary School Teachers
Authors: Wibowo Sigit , Yuniawatika  , Murti Rahayu Condro , Wuryandani Wuri , Purnomo Yoppy Wahyu
Published: June 2024

The many demands in designing mathematics learning mean that some teachers and prospective mathematics teachers are unable to carry it out well. This research aims to analyze the relationship between students' skills in compiling mathematics teaching modules and their skills in carrying out learning variations. This research uses quantitative methods. A total of 3 classes with a total of 106 students were the subjects of this research, namely students. Researchers used purposive sampling technique. The data collection techniques used were observation, interviews and documentation. The quantitative data analysis technique uses the Pearson Product Moment correlation test. Based on the research results, it was found that as many as 23% of students were able to compose the teaching module as a whole well. The skill of preparing teaching modules has a positive correlation with the skill of carrying out learning variations. Based on the Pearson Product Moment correlation test, the significance value (2-tailed) is 0.000 < 0.05, with a Pearson Correlation value of 0.840. This shows that there is a very strong correlation between the skills in preparing teaching modules and the skills in creating variations. Students who prepare teaching modules, especially the core components of good learning, have a fairly calm demeanor when carrying out learning simulations. When performance is calm, variations in learning can be seen. Practicing students will be able to make learning more interactive.
Implementation of Integral Character Education Based on School Curriculum Integration
Authors: Supriyadi  , Febriyanti Berliana Khofifah , Tirtoni Feri
Published: June 2024

The implementation of character education in educational units is oriented towards developing an educational culture based on main character values in an integral manner. However, some graduates do not yet appear to be integral individuals. This phenomenon requires integration of character education content in the curriculum. The aim of this research is to analyze the strengthening of students' integral character education and the implementation of integral character education in the implementation of integrated school and madrasa curriculum. The approach used is qualitative research with a case study type in Islamic Elementary Schools. The data collection methods used in the research used interviews, observation and documentation. Data analysis method consist of data collection, condensation, data presentation, and conclusions. The research results found that integral character education was strengthened through a habituation approach, namely (1) praying before learning begins; (2) singing the Indonesian Raya song every day after reading prayers together; (3) reading Asma al-Husna after praying and singing the song Indonesia Raya; (4) provide ice breaking before learning begins and motivate learning every day before starting learning; (5) literacy activities are carried out 15 minutes before learning; (6) Dhuha prayer and Dhuhur prayer in congregation; (7) memorization of the Qur'an in surah in juz 30 which is done every day; (8) morning alms, and (9) reading surah al-Kahf every Friday for high school students.
Enhancing Student Learning Outcomes in Social Studies: An Investigation Into The Lazarus Educational Game
Authors: Burhan  , Runniarsiti  , Arsyad Susalti Nur , Putri Fina Melani , Malik Agung Rinaldy
Published: June 2024

The rapid advancement of technology gives the opportunity to incorporate digital games and other technology-driven tools into the IPS curriculum. This study aimed to analyze the influence of the Lazarus educational game on enhancing social and cognitive learning outcomes in the subject of Social Studies elementary school. A quantitative experimental approach was employed, with a sample of 53 fourth-grade students divided into two groups: an experimental group (IV-B) and a control group (IV-A). Data were collected through tests, interviews, and documentation, and analysed using simple linear regression and t-test. The research findings revealed a positive impact of the Lazarus educational game on students' social development, indicating an improvement in student engagement and social interactions. Additionally, a significant difference in cognitive learning outcomes was observed between two groups. The experimental group (IV-B) exhibited higher learning outcomes compared to the control group (IV-A), underscoring the effectiveness of the Lazarus game as a learning tool. This study makes a valuable contribution to the advancement of teaching methods, particularly in the context of the IPS subject. The use of the Lazarus educational game serves as an effective alternative for enhancing student learning outcomes, particularly in their social development. Practical implications of this research suggest that educators can consider incorporating the Lazarus educational game as a teaching strategy to improve classroom learning, particularly in the field of IPS.
Growing Numeral Literacy Skills through Science, Technology, Engineering, Arts, Mathematics Based on Local Wisdom
Authors: Aini Kurratul , Misbahudholam AR Muhammad , Ridwan M.
Published: June 2024

Literacy and numeracy competencies are fundamental competencies in the industrial era 5.0. Numeracy skills are also needed in trade, health, education, etc. Literacy skills are required to face global challenges, solve problems, make appropriate decisions, and understand natural and social phenomena. Literacy and numeracy skills are essential abilities and are the basis of education. This study aims to analyze the implementation of STEAM learning based on local wisdom and how it affects numeracy and literacy skills in elementary school level. This mixed-methods research uses a Sequential Exploratory model/design and data collection using observation, interviews, and tests. The results showed that teachers in implemented STEAM learning based on local wisdom according to the indicators: observation, new ideas, innovation, creativity, and society. In the process, the teacher integrates local wisdom values into learning in the last step, namely culture. The pre-test results showed 40% of students' completeness with an average score, while the post-test showed 80% of students' totality with an average score, increasing student learning outcomes in class IV elementary school. The results of the paired samples t-test also show a significance value, which means that STEAM learning based on local wisdom affects students' numeracy and literacy skills in fourth grade. It is hoped that literacy and numeracy will become supporting materials for strengthening the literacy movement the school has carried out. This article's literacy and numeracy applications will continue to develop and vary according to the diverse context of needs and socio-cultural conditions of schools.
Digital Module Contains Traditional Balinese Games as an Effort to Improve Students' Mutual Cooperation Character
Authors: Rismayanti Kadek Yuni , Antara Putu Aditya , Trisna Gusti Ayu Putu Sukma
Published: June 2024

Teachers do not develop media as a tool in the learning process, there is a lack of use of technology and use of learning media, no media has been found that adopts traditional Balinese games, and the learning materials in students' books are still small and limited. The aim of this research is to develop digital modules for traditional Balinese games of digital modules for PPKN lesson content for class II elementary school students. The development model used in this research is the ADDIE model which has several stages, namely the analysis stage, design stage, development stage, implementation stage and evaluation stage. The subjects of research development are media experts, material experts, teachers and students, while the objects of development are validity and practicality. The data collection methods used were interview methods for research observation, rating scales and questionnaires to test the validity and practicality of the media. The results of the data analysis obtained are the validity results of media experts 4.6, material experts 4.4 and practicality level results (teachers and students) namely 5.00 so that digital modules are effective in improving the mutual cooperation character of class II students in PPKN subjects. Based on the average validity, user (teacher) response and effectiveness, the illustrated electronic module is suitable for use. With this digital module, it can facilitate students in the learning process so that students' cooperative character will increase optimally. This media can be developed and updated in further research to improve student achievement in learning.
Articulate Storyline Interactive Learning Media on the Topic of Plant Anatomy
Authors: Fatoni Muhammad Rizal , Bektiningsih Kurniana
Published: June 2024

The lack of diversity in learning media used to support science and science learning and the lack of innovative media, especially IT-based media, result in students' low understanding of the material. This research aims to develop interactive learning media based on Articulate Storyline to improve students' understanding. This type of research is development (Research and Development) with the Borg and Gall research model. Data collection methods use observation, interviews, and questionnaires. The data collection instrument uses a questionnaire sheet. Testing product designs is conducted by material experts, media experts, and students. Experts provide a feasibility test assessment of the media, while some students will conduct small-scale trials. The analysis techniques used are qualitative and quantitative. The research results showed that the assessment of material experts was 88.7%, and the assessment of media experts was 85%. The results of the N-Gain test assessment obtained a score of 0.58. It was concluded that interactive learning media based on Articulate Storylines is feasible and effective in improving the learning outcomes of fourth-grade elementary school students.
Interactive Learning Media Based on Articulate Storyline in Social Sciences Learning for Grade V Elementary School
Authors: Kusuma Dyah , Ahmadi Farid
Published: June 2024

The learning media owned by schools and used by teachers are still limited. Especially in technology-based interactive learning media, students become passive because the press used by teachers has not yet been interactive. This research aims to develop interactive learning media, Articulate Storyline, for Social Sciences lesson content on Various Economic Activities in Indonesia. This type of research was developed using the Borg and Gall research model. Observations, interviews, and questionnaires were used as data collection methods. Several experts and students carried out product design trials, including material experts, media experts, and small-scale tests carried out by student representatives. Qualitative and quantitative analysis are used as data analysis techniques. Research data shows that the percentage level of appropriateness for interactive learning media based on Articulate Storyline by material experts is 96.25%, and media experts are 96.66%. Based on the Normalized Gain test results, a score of 0.62 was achieved with quite effective qualifications. It was concluded that the development of interactive learning media based on Articulate Storyline is suitable for use for Social Sciences lesson content in the learning of fifth-grade elementary school students. The implication of this research is that interactive multimedia learning media is more effectively used in material on Various Businesses and Economic Activities in Indonesia.
Improving the Numeracy Skills Elementary School Students by Problem Based Learning Model
Authors: Pudjastuti Komang Tri , Agustika Gustri Ngurah Sastra , Wiyasa I Komang Ngurah
Published: June 2024

There are four categories of 21st century skills that are urgently needed nowadays: Personal Skills, Social Skills, Information and Knowledge and Digital Literacy. However, the literacy and numeracy skills of elementary school students are still in the low category. This research aims to analyze the significant influence of the Problem Based Learning model on the numeracy abilities of fifth grade elementary school students. This research is a quasi-experimental with a non-equivalent control group design. The research population involved 118 students. Samples were taken using a cluster random sampling technique and the experimental group sample was 26 students and the control group sample was 19 students. The data collection method uses the test method, with the type of test used being a multiple choice test consisting of 20 questions. Based on the results of data analysis, the post-test score analysis results in the experimental group were 82.31 and were in the high category, while the post-test score analysis results in the control group were 63.68 and were in the low category. The results of the t-test analysis show that tcount (10.038) is greater than t¬ (2.016), so H0 is rejected and H1 is accepted. It was concluded that there was a significant influence of the Problem Based Learning learning model on the numeracy abilities of fifth grade elementary school students.
Whiteboard Animation Learning Media on Economic Activity Material for Grade IV Elementary Schools
Authors: Fadhlurrohman Naufal Aziz , Bektiningsih Kurniana
Published: June 2024

Based on the observations made by researchers in class IV elementary schools, it is proven that there are problems in the learning process and the need for more types and kinds of learning media used, one of which is the Natural and Social Sciences (IPAS) learning content. The researcher conducted this research to develop creative and innovative learning media to foster students' higher interest in learning. This research aims to develop learning media and find out the feasibility of this media and the effectiveness of whiteboard animation learning media on economic activity material for science and science learning content. The research used by researchers uses the Research and Development (R&D) method and the method used uses the ADDIE method. Then, researchers collected data through observation, interviews, and student learning results. The subjects in this research are students, teachers, and a team of experts (media experts and material experts). Qualitative descriptive techniques, quantitative descriptive techniques, and differential statistics are techniques for analyzing data in the development of this learning media. The results obtained in this research were from the media expert test 90%, material expert test 92%, teacher test 90%, small group test 91.25%, large group test 95%, as well as the results of the pre-test and post-test to test the effectiveness of the media used developed that has very feasible results from both small and large groups. The results of N-gain state that the whiteboard animation media has a suitable category for use in the learning process of economic activity material with IPAS content
Ethnoscience-based Digital Comic on Plant Material for Grade IV Elementary School Students
Authors: Rofiqoh Dita Aminatur , Kiptiyah Siti Maryatul
Published: June 2024

There is minimal use of innovative learning media in schools, especially at the elementary school level, even though students need help with learning media to understand the material presented by the teacher. Included in Plant material in class IV science subjects. The aim of this research is to develop digital comic learning media with ethnoscience nuances using plant materials. This development uses the ADDE model. The subjects of this research were 1 material expert, 1 learning media expert, 1 practitioner, namely the teacher. The test subjects were 28 class IV students. Data collection methods are observation, interviews, questionnaires and tests. The data collection instruments are in the form of questionnaires and test questions. The data analysis techniques are qualitative descriptive analysis, quantitative and inferential statistics. The results of the research, namely the results of the validity test of digital comic media based on assessments from material and media experts supported by teacher and student responses, show that the validity value of the press is very high and feasible, with an average percentage value of 92%. The effectiveness test results using digital comic press show that the media is effective. The results of the T-test show that there is a significant difference in student learning outcomes before and after media use. It was concluded that digital comic learning media with ethnoscience nuances based on plant material is suitable for use and is effective in improving student learning outcomes.
3D Diorama Learning Media on the History of the Independence of Indonesia to Improve Learning Outcomes in Social Studies Learning
Authors: Hanifah Chansa Salwa , Setyasto Novi
Published: June 2024

Social studies learning still needs to be more optimal. This problem is motivated by the need for more relevant learning media. This results in students tending to be passive and affecting learning outcomes, which are still low. This research aims to develop 3-dimensional diorama media for social studies lesson content in elementary school classes. This type of research is in the form of research and development, the Borg and Gall development model. Data collection techniques include tests and non-tests in the form of observations, interviews, tests, questionnaires, and documentation. The data collection instruments are in the form of questionnaires and test questions. Data analysis techniques use product data analysis, Kolmogorov-Smirnov normality test data analysis, paired t-test, and N-Gain test. The research results show that 3-dimensional diorama media is suitable for use with a percentage of media expert assessment of 81.25% and material experts of 94.4%. The t-test results show that the media used is effective in learning to improve social studies learning outcomes on the content of National Events Around the Proclamation of Independence. The N-Gain test results show an increase in social studies learning outcomes. It was concluded that 3-dimensional diorama media was effective and suitable for social studies learning. The research implication is that 3-dimensional diorama media can be used to improve social studies learning outcomes for students.
Pop-Up Book Learning Media Used with the Problem Based Learning Model to Determine Characters in Fictional Stories
Authors: Triani Siti Hafida Nur , Nuryanto Sukarir
Published: June 2024

The low student learning outcomes in Indonesian are caused by a lack of media or a mismatch in the learning models used by teachers in learning. This research aims to develop Pop-Up Book learning media with a Problem-Based Learning (PBL) learning model to improve Indonesian language learning outcomes for fourth-grade elementary school students. This type of research is developed using the Borg & Gall development model. The research subjects were 25 students. The experts who are the subject of this research are media experts and material experts. The methods used to collect data are observation, interviews, questionnaires, documentation, and tests. This research instrument is in the form of a questionnaire and test questions. Data analysis techniques use data normality tests (Kolmogorov Smirnov), paired t-tests, and N-gain tests. The research results showed that after going through the product validation stage by material experts, a score of 90.9% was obtained. According to media experts obtained a score of 85.4% in the very feasible category. The effectiveness of the media was tested by calculating the results of the initial and final tests using the paired t-test. It was found that there were differences in the average learning outcomes before and after applying the Pop-Up Book learning media with the PBL model. It was concluded that the Pop-Up Book was effective and suitable for learning and improved students' ability to understand the material of finding fictional story characters in Indonesian subjects. The implication of this research is that the Pop-Up Book developed can be used in Indonesian language learning.
Interactive E-Module Based on Ethnomathematics Upakara Bali in Geometry Subject for 2nd Grade Elementary School
Authors: Mahardika Ni Luh Putu Divya Jyoti , Suarjana I Made , Werang Basilius Redan
Published: June 2024

Mathematics is considered a difficult subject. So in the learning process teachers need teaching materials to help students with difficulties in understanding abstract material. The aim of this research is to create an interactive e-module based on ethnomathematics in mathematics subjects with valid and practical geometry material. The type of research used is development research with the ADDIE model. The test subjects in this research were two material expert lecturers, two media expert lecturers, a class II teacher and 10 students. The data collection method is a questionnaire in the form of a rating scale. The data analysis method uses qualitative and quantitative analysis. Based on the analysis results, it was found that the validity test results according to media experts obtained a score percentage of 99% with very good qualifications. The test results from the teacher's responses obtained a score percentage of 98% with very good qualifications. The test results from individual student trials obtained a score percentage of 99% with very good qualifications. The test results from a small group of students obtained a score percentage of 98% with very good qualifications. Based on this, the e-module developed is valid and suitable for use in learning activities. The implication of this research is that teachers can use e-modules based on Balinese upakara ethnomathematics as a reference or special learning tool for grade 2 elementary school geometry material. Through the use of this e-module, students will gain new learning experiences. Apart from that, the use of technological developments and attractive visual, audio and video displays will accommodate students' learning styles, both auditory and visual learning styles.
Model Pembelajaran Berbasis Masalah terhadap Miskonsepsi IPA Siswa Kelas V SD
Authors: Listyani Putu Cahya Ary , Margunayasa I Gede , Handayani Dewa Ayu Puteri
Published: June 2024

Pembelajaran IPA di SD masih kurang menanamkan konsep pada siswa. Pemilihan model pembelajaran yang digunakan oleh guru masih belum mampu membuat siswa memahami materi pembelajaran. Penelitian dilakukan bertujuan menganalisis pengaruh model pembelajaran berbasis masalah terhadap miskonsepsi IPA siswa kelas V SD. Rancangan penelitian yang digunakan adalah penelitian eksperimen semu dengan bentuk desain nonequivalent post-test only control group design. Populasi penelitian berjumlah 221 siswa dari 8 SD. Sampel penelitian siswa kelas V SD sebanyak 28 siswa kelas eksperimen dan 30 siswa kelas kontrol yang ditentukan dengan teknik random sampling. Data miskonsepsi IPA siswa diperoleh dengan penggunaan metode tes objektif disertai metode CRI (Certainty of Respond Index) dan dianalisis dengan uji anava 2 jalur. Diperoleh rata- rata miskonsepsi siwa kelas eksperimen sebesar 8 yang berada pada kategori rendah dan pada kelas kontrol sebesar 10,47 yang berada pada kategori rendah. Pada analisis statistik inferensial diperoleh hasil nilai signifikansi sebesar 0,000 yang lebih kecil dari 0,05 (0,000<0,05). Berdasarkan hal tersebut dapat disimpulkan bahwa terdapat perbedaan signifikan miskonsepsi IPA antara siswa yang mengikuti model pembelajaran berbasis masalah dan siswa yang mengikuti model konvensional pada siswa kelas V SD. Temuan penelitian ini menegaskan pentingnya mengadopsi model pembelajaran berbasis masalah di SD untuk mengatasi miskonsepsi IPA dan meningkatkan pemahaman konsep siswa kelas V.
Model Pembelajaran Kooperatif Tipe Teams Games Tournament Berbantuan PowerPoint Interaktif Meningkatkan Hasil Belajar IPA Siswa Kelas V Sekolah Dasar
Authors: Suandita I Made Yoga , Rati Ni Wayan
Published: June 2024

Pembelajaran yang monoton, berpusat pada guru, dan tidak menyenangkan mengakibatkan siswa tidak nyaman dalam belajar, tidak fokus, dan cepat merasa bosan atau jenuh dalam mengikuti pembelajaran. Penelitian ini bertujuan menganalisis pengaruh model pembelajaran kooperatif tipe Teams Games Tournament berbantuan PowerPoint Interaktif terhadap hasil belajar IPA siswa kelas V Sekolah Dasar. Jenis penelitian ini adalah Quasi Experimental Research, dengan rancangan Non-Equivalent Post-test Only Control Group Design. Populasi penelitian ini adalah keseluruhan siswa kelas V SD, yang terdiri dari 7 sekolah dengan jumlah 203 siswa. Teknik pengambilan sampel pada penelitian ini adalah Random Sampling, yang dirandom yaitu kelas sebagai Intact Group dengan komposisi sampel yang berjumlah 20 siswa sebagai kelompok eksperimen dan 21 siswa sebagai kelompok kontrol. Metode dalam pengumpulan data hasil belajar IPA adalah metode tes dengan menggunakan tes uraian yang berjumlah 10 butir. Data dianalisis menggunakan uji-t dengan kesimpulan terdapat pengaruh signifikan model pembelajaran Kooperatif tipe Teams Games Tournament berbantuan PowerPoint Interaktif terhadap hasil belajar IPA siswa kelas V Sekolah Dasar. Implikasi dari penelitian ini dapat dijadikan sebagai acuan oleh guru dalam proses belajar mengajar untuk membangkitkan semangat siswa agar lebih aktif dalam mencapai hasil belajar yang diharapkan.
Bahan Ajar Digital Konsep Dasar IPS Materi Kegiatan Ekonomi Berbasis Case Method
Authors: Diantari Ni Made Puspa , Jayanta I Nyoman Laba , Ujianti Putu Rahayu
Published: June 2024

IPS  bukan hanya berupa  ilmu sosial dan pembelajaran IPS yang dilaksanakan baik pada pendidikan dasar maupun  pada  pendidikan  tinggi  tidak  menekankan  pada  aspek teoritis  keilmuannya,  tetapi aspek praktis  dalam  mempelajari, menelaah, mengkaji gejala dan masalah sosial masyarakat, yang bobot  dan  keluasannya  disesuaikan  dengan  jenjang pendidikan masing-masing. Penelitian ini bertujuan untuk menciptakan bahan ajar digital konsep dasar IPS materi kegiatan ekonomi berbasis Case Method. Penelitian ini merupakan penelitian pengembangan yang dilaksanakan menggunakan model 4D. Subjek Uji Coba Produk terdiri dari dua orang ahli materi pembelajaran konsep dasar IPS, dua orang ahli media pembelajaran dan dua orang ahli desain pembelajaran. Uji praktisi terdiri dari dua orang dosen pengampu mata kuliah konsep dasar IPS, uji coba perorangan yang terdiri dari 3 orang mahasiswa. Metode pengumpulan data yang digunakan studi literatur dan kuesioner. Data yang dihitung menggunakan rumus aiken’s dan rumus deskriptif presentase. Hasil analisis yang diperoleh hasil uji ahli materi 1,00 dengan kriteria sangat valid, hasil uji ahli media diperoleh 0,921 dengan kriteria sangat valid, hasil uji ahli desain diperoleh 0,921 dengan kriteria sangat valid. Uji praktisi diperoleh persentase 100%, uji perorangan diperoleh persentase 98%, dan uji kelompok kecil diperoleh persentase 95%, seluruhnya dengan kualifikasi sangat baik. Simpulan bahwa pengembangan bahan ajar digital konsep dasar IPS materi kegiatan ekonomi berbasis Case Method dinyatakan valid dan praktis untuk digunakan sebagai pedoman belajar mengajar pada mata kuliah konsep dasar IPS.
Meningkatkan Kompetensi Pengetahuan Matematika dengan Model Realistic Mathematics Education Berbantuan Media Konkret
Authors: Pradila Ni Kadek Siska , Agustika Gusti Ngurah Sastra , Wiyasa I Komang Ngurah
Published: June 2024

Hasil PISA menunjukkan kompetensi matematis siswa di Indonesia terbilang masih rendah. Penelitian ini bertujuan untuk menganalisis pengaruh yang signifikan model pembelajaran Realistic Mathematics Education berbantuan media konkret terhadap kompetensi pengetahuan matematika siswa kelas V sekolah dasar. Penelitian ini merupakan penelitian quasi experiment dengan desain non-equivalent control group design. Populasi penelitian ini sebanyak 118 siswa. Sampel diambil dengan teknik cluster random sampling dan diperoleh sampel kelompok eksperimen dengan jumlah siswa 26 dan kelompok kontrol dengan jumlah siswa 21. Metode pengumpulan data menggunakan metode tes, dengan jenis tes pilihan ganda. Hasil penelitian diperoleh skor post-test pada kelompok eksperimen adalah 82,31 dengan kategori tinggi, dan skor post-test pada kelompok kontrol adalah 65,24 dengan kategori sedang. Uji-t menunjukkan thitung (9,247) lebih besar daripada ttabel (2,014) dengan dk = 45 pada taraf signifikansi 5%. H0 ditolak dan H1 diterima, sehingga dapat terdapat pengaruh yang signifikan model pembelajaran Realistic Mathematics Education berbantuan media konkret terhadap kompetensi pengetahuan matematika siswa kelas V sekolah dasar. Implikasi dari penelitian ini menunjukkan bahwa penerapan model pembelajaran Realistic Mathematics Education berbantuan media konkret dapat secara signifikan meningkatkan kompetensi pengetahuan matematika siswa kelas V sekolah dasar di Indonesia.
Model Pembelajaran Listening Team Meningkatkan Hasil Belajar Muatan IPS
Authors: Indrawati I Gusti Ayu Sri Bintang , Suranata Kadek , Yudiana Kadek
Published: June 2024

Permasalahan yang terjadi saat ini waktu masih banyak siswa yang kesulitan dalam belajar IPS. Hal ini berdampak pada pemahaman IPS yang kurang. Tujuan penelitian ini yaitu menganalisis model pembelajaran Listening Team terhadap hasil belajar muatan IPS Siswa Kelas V SD. Jenis Penelitian ini yaitu penelitian eksperimen semu (Quasi Eksperimen). Desain penelitian yang digunakan adalah non-equivalent post-test only control group design. Rancangan penelitian yang digunakan adalah Non-equivalent post-test only control group design. Populasi dalam penelitian ini yaitu berjumlah 159 siswa kelas V. Pada penelitian ini menggunakan teknik sampling yaitu Cluster Random Sampling. Metode pengumpulan data pada penelitian ini menggunakan metode tes. Instrumen pengumpulan data menngunakan tes objektif. Teknik analisis data penelitian ini yaitu analisis deskriptif dan statistik inferensial. Hasil penelitian yaitu terdapat pengaruh model pembelajaran Listening Team terhadap hasil belajar muatan IPS siswa kelas V. Disimpulkan bahwa model pembelajaran Listening Team dapat meningkatkan hasil belajar siswa khususnya pada muatan IPS. Implikasi penelitian ini yaitu penerapan model pembelajaran Listening Team meningkatkan semangat dan suasana belajar sehingga berdampak pada hasil belajar IPS yang meningkat.
Multimedia Interaktif Berbasis Missouri Mathematics Project Pada Mata Pelajaran Matematika
Authors: Fakhruddin Abdur Rozaq , Sukmana Adrianus I Wayan Ilia Yuda , Sudatha I Gde Wawan
Published: June 2024

Kurangnya penggunaan media sebagai sarana untuk meningkatkan efektivitas dari sebuah proses pembelajaran. Hal tersebut mengakibatkan siswa merasa kesulitan dalam memahami konsep dari setiap materi yang dipelajarinya. Penelitian ini bertujuan untuk mengembangkan multimedia interaktif berbasis missouri mathematics project pada mata pelajaran matematika siswa kelas VII SMP. Penelitian pengembangan ini menggunakan model ADDIE. Data yang dikumpulkan adalah data kuantitatif dan kualitatif dengan menggunakan 2 metode pengumpulan data yaitu kuesioner dan tes. Data dianalisis menggunakan analisis deskriptif kuantitatif, kualitatif, dan analisis statistika inferensial. Hasil penelitian menunjukkan bahwa multimedia interaktif berbasis missouri mathematics project mendapat validitas dengan hasil review ahli isi pembelajaran mendapat kualifikasi sangat baik, hasil review ahli desain pembelajaran mendapat kualifikasi sangat baik, hasil review ahli media pembelajaran mendapat kualifikasi sangat baik, hasil uji coba perorangan mendapat kualifikasi sangat baik, dan hasil uji coba kelompok kecil mendapat kualifikasi sangat baik. Hasil uji-t sampel berkorelasi multimedia interaktif berbasis missouri mathematics project dinyatakan efektif. Dapat disimpulkan bahwa multimedia interaktif berbasis missouri mathematics project efektif untuk digunakan pada mata pelajaran matematika siswa kelas VII SMP.
Strategi Kreatif Multimedia Pembelajaran Interaktif Berbasis Game Based Learning pada Muatan IPS
Authors: Manurung Mega Novela Ulina , Agung Anak Agung Gede , Suartama I Kadek
Published: June 2024

Masalah utama yang muncul adalah kurangnya pemanfaatan media teknologi dalam pembelajaran IPS. Meskipun multimedia berbasis game telah terbukti efektif, tantangannya adalah mengimplementasikannya secara luas di lingkungan pendidikan. Tujuan penelitian ini yakni pengembangan multimedia pembelajaran interaktif berbasis Game Based Learning pada muatan IPS. Penelitian pengembangan ini menggunakan model ADDIE yang terdiri dari 5 tahapan yaitu Analisis, Desain, Pengembangan, Implementasi dan Evaluasi. Teknik pengumpulan data yang digunakan pada penelitian ini ialah kuesioner dan tes. Teknik analisis data yang digunakan ialah deskriptif kuantitatif dan statistika inferensial. Subjek penelitian yaitu 1 orang ahli isi, ahli desain, dan ahli media pembelajaran, kemudian 3 orang perorangan, dan 9 orang kelompok kecil. Hasil penelitian yang diperoleh bahwa produk yang dikembangkan valid berdasarkan hasil review ahli isi pembelajaran dengan kategori sangat baik, ahli desain pembelajaran yaitu dengan kategori baik, ahli media pembelajaran dengan kategori sangat baik. Efektifitas multimedia pembelajaran interaktif berbasis Game Based Learning yang dikembangkan perolehan hasil t hitung yang menunjukkan adanya perbedaan signifikan sebelum dan sesudah menggunakan multimedia pembelajaran interaktif berbasis Game Based Learning. Maka dapat disimpulkan bahwa multimedia pembelajaran interaktif berbasis Game Based Learning efektif digunakan untuk meningkatkan hasil belajar pada siswa. Penelitian ini menunjukkan bahwa pengembangan multimedia pembelajaran interaktif berbasis game pada IPS efektif meningkatkan minat, motivasi, dan hasil belajar siswa.
Modul Ajar Digital pada Pembelajaran Kerajinan Tangan dan Seni Rupa Berorientasi Diferensiasi Konten untuk Meningkatkan Kreativitas Mahasiswa
Authors: Putra I Wayan Arta Diana , Bayu Gede Wira , Jayanta I Nyoman Laba
Published: June 2024

Belum adanya modul ajar digital menyebabkan kreativitas mahasiswa masih dalam kategori rendah. Penelitian ini bertujuan menghasilkan rancang bangun, validitas, kepraktisan dan efektivitas modul ajar digital untuk meningkatkan kreativitas mahasiswa PGSD. Penelitian ini menggunakan model pengembangan ADDIE. Subjek penelitian ini adalah modul ajar dan objek pada penelitian ini adalah kreativitas mahasiswa. Metode pengumpulan data yang digunakan adalah kuesioner untuk mengukur kreativitas mahasiswa. Teknik analisis yang digunakan adalah analisis kualitatif dan kuantitatif. Hasil penelitian menunjukan modul ajar yang dikembangkan dinyatakan valid oleh ahli dengan indeks validitas isi modul ajar digital sebesar 0,89 predikat validitas isi sangat tinggi, praktis oleh praktisi dengan tingkat pencapaian respon praktisi untuk modul ajar digital 91,5% predikat sangat baik, dan efektif digunakan oleh mahasiswa PGSD untuk meningkatkan kreativitas mahasiswa PGSD dilihat dari nilai Sig.(2-tailed) sebesar 0,00 nilai probabilitas ini lebih kecil dibandingkan tingkat signifikansi 0,05. Implikasi dalam penelitian ini adalah mahasiswa dapat belajar dengan bantuan modul ajar.
Effect of Hydro-mulch and Geo-jute Application on the Soil Loss during Cultivation of Corn (Zea Mays L.) in Dry Land
Authors: Kendarto Dwi Rustam , Pratama Raka Putra , Amaru Kharistya
Published: June 2024

Utilization up-land area for cultivating strategic food crops (paddy, corn and soybean) often neglects the rules of conservation so that it caused surface soil loss by run off. These events can reduce the fertility of agricultural land, so that it results in a decrease in land productivity and finally cause critical lands. Alternative conservation techniques that can be carried out through the application of hydro-mulch and geo-jute combination in order to reduce surface soil loss. The purpose of this study is to examine the use of hydro-mulch and geo-jute in reducing soil loss and observing maize growth as one of the effects of soil loss due to erosion. The treatments given are hydro-mulch, geo-jute and combination of hydro-mulch and geo-jute. The study showed that alternative conservation techniques in the form of hydro-mulch and geo-jute application proved to be able to reduce the amount of soil loss. The combination of hydro-mulch and geo-jute has the ability to reduce the amount of soil loss due to rainfall by 31.51%. Plot with geo-jute treatment can reduce soil loss by 21.86%, and plot with hydro-mulch treatment can reduce soil loss by 11.92%. The hydro-mulch and geo-jute combination can increase the growth of corn. Keywords:  Alternative, Erosion, Geo-jute, Hydro-mulch
Online Learning Anxiety and their Academic Self-Efficacy During the COVID-19 Crisis
Authors: A Chaleila Wisam Abughosh , Qadan Enas , Gnaim Abu-Touma Lena , Assaly Ibtihal , Atamna Usnat , Habayib Halah , Masarweh Areej
Published: June 2024

This study sought to examine the relationship between students’ online learning anxiety (OLA) and their academic self-efficacy (ASE) during COVID-19 crisis. To assess such a relationship, students’ perspectives were investigated by using a standardized questionnaire that comprised four sections. The questionnaire was sent out to 718 students enrolled in tertiary education institutions in 28 countries. The data obtained were analyzed using SPSS (Pearson Correlation, ANOVA, multivariate analysis, t-test), and were further determined by median and average mean scores. The instruments’ reliability was verified by Delphi technique and Cronbach’s Alpha test. The results revealed that while all students experienced varied degrees of OLA during COVID-19 crisis, a positive correlation was found between ASE and OLA. This unexpected positive relationship contradicts with Bandura’s social-cognitive theory that specifies anxiety as a direct result of low self-efficacy beliefs. However, the results are partially in line with findings of many studies confirming positive correlations between self-efficacy and online learning during the crisis, between online learning and anxiety, and between online-learning quality and academic self-efficacy. The authors believe that online learning has contributed significantly to students’ self-efficacy despite the crisis’ global negative effects.