Wiwy Trianty Pulukadang
Universitas Negeri Gorontalo

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PENGARUH MODEL PROBLEM-BASED LEARNING TERHADAP KEMAMPUAN NUMERASI DAN SELF-EFFICACY MURID KELAS V DI SD NEGERI 14 TIBAWA Alfiana Rahman; Masrid Pikoli; Irvin Novita Arifin; Wiwy Trianty Pulukadang; Isnanto Isnanto
ACADEMIA: Jurnal Inovasi Riset Akademik Vol. 6 No. 3 (2026)
Publisher : Pusat Pengembangan Pendidikan dan Penelitian Indonesia

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.51878/academia.v6i3.11616

Abstract

ABSTRACT This study was motivated by the low levels of numeracy skills and self-efficacy among elementary school students, which may hinder success in mathematics learning, particularly in the topic of angle measurement. Numeracy skills and self-efficacy are important aspects that support students’ ability to understand mathematical concepts, solve problems, and develop confidence in learning. This study aimed to determine the effect of the Problem-Based Learning (PBL) model on the numeracy skills and self-efficacy of fifth-grade students at SD Negeri 14 Tibawa. The study employed a quasi-experimental method using a nonequivalent pretest-posttest control group design involving an experimental class and a control class. The research sample consisted of 36 students, with 18 students in the experimental class and 18 students in the control class. Data were collected through a numeracy skills test and a self-efficacy questionnaire and were analyzed using inferential statistics. The results showed that students who participated in learning through the Problem-Based Learning model achieved higher numeracy skills and self-efficacy than those who received conventional instruction. Statistical testing indicated a significant effect of the Problem-Based Learning model on both numeracy skills and self-efficacy, both partially and simultaneously. Therefore, it can be concluded that the Problem-Based Learning model is effective in improving the numeracy skills and self-efficacy of fifth-grade students in mathematics learning at SD Negeri 14 Tibawa. ABSTRAK Penelitian ini dilatarbelakangi oleh rendahnya kemampuan numerasi dan self-efficacy murid sekolah dasar yang berpotensi menghambat keberhasilan pembelajaran matematika, khususnya pada materi pengukuran sudut. Kemampuan numerasi dan self-efficacy merupakan aspek penting yang mendukung kemampuan murid dalam memahami konsep matematika, menyelesaikan masalah, serta membangun kepercayaan diri dalam belajar. Penelitian ini bertujuan untuk mengetahui pengaruh model Problem-Based Learning (PBL) terhadap kemampuan numerasi dan self-efficacy murid kelas V di SD Negeri 14 Tibawa. Penelitian ini menggunakan metode kuasi eksperimen dengan desain nonequivalent pretest-posttest control group design yang melibatkan kelas eksperimen dan kelas kontrol. Sampel penelitian berjumlah 36 murid yang terdiri atas 18 murid pada kelas eksperimen dan 18 murid pada kelas kontrol. Data dikumpulkan melalui tes kemampuan numerasi dan angket self-efficacy, kemudian dianalisis menggunakan statistik inferensial. Hasil penelitian menunjukkan bahwa murid yang mengikuti pembelajaran dengan model Problem-Based Learning memperoleh kemampuan numerasi dan self-efficacy yang lebih tinggi dibandingkan murid yang belajar dengan pembelajaran konvensional. Hasil pengujian menunjukkan adanya pengaruh signifikan model Problem-Based Learning terhadap kemampuan numerasi dan self-efficacy, baik secara parsial maupun simultan. Dengan demikian, dapat disimpulkan bahwa model Problem-Based Learning efektif dalam meningkatkan kemampuan numerasi dan self-efficacy murid kelas V pada pembelajaran matematika di SD Negeri 14 Tibawa.
PENGEMBANGAN MEDIA PEMBELAJARAN ULAR TANGGA INOVATIF PADA MATERI IMBUHAN KELAS V SD Regina Anggraini Darise; Evi Hasim; Wiwy Trianty Pulukadang; Rusmin Husain; Fidyawati Monoarfa
LEARNING : Jurnal Inovasi Penelitian Pendidikan dan Pembelajaran Vol. 6 No. 3 (2026)
Publisher : Pusat Pengembangan Pendidikan dan Penelitian Indonesia (P4I)

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.51878/learning.v6i3.11669

Abstract

This research was motivated by the low learning interest and motivation of fifth-grade students at SDN 03 Batudaa on affixes due to the use of monotonous conventional methods. The main problem focused on the lack of concrete media, which resulted in student boredom and difficulty mastering linguistic concepts. To address this, an innovative snakes and ladders media was developed through Research and Development using the ADDIE model, encompassing analysis, design, development, implementation, and evaluation. Data collection was conducted through observation, interviews, and validation questionnaires. The quantitative research results showed a very high level of feasibility, with scores from media experts of 96.47%, material experts of 95.55%, and language experts of 91.42%. Furthermore, the practitioner assessment reached 95.48%, categorizing the product as highly feasible. Implementation on fifteen students demonstrated that this media was able to increase learning motivation through a game-based learning approach. The main conclusion of this research confirms that the use of innovative snakes and ladders is effective as a means of evaluation and increases students' memory retention of affixes in depth. This development has proven effective in transforming a passive classroom atmosphere into a more dynamic, interactive, and lively one. The media facilitates cognitive understanding through engaging visualizations and physical activities, making it highly suitable for elementary school children. The implementation of this modified educational game is highly recommended to achieve high-quality academic graduation standards. ABSTRAK Penelitian ini dilatarbelakangi oleh rendahnya minat belajar serta motivasi siswa kelas V SDN 03 Batudaa pada materi imbuhan akibat penggunaan metode konvensional yang monoton. Masalah utama difokuskan pada kurangnya media konkret yang mengakibatkan siswa jenuh dan sulit menguasai konsep kebahasaan. Untuk mengatasi hal itu, dilakukan pengembangan media ular tangga inovatif melalui metode Research and Development dengan model ADDIE meliputi analisis, desain, pengembangan, implementasi, dan evaluasi. Pengumpulan data dilakukan lewat observasi, wawancara, serta angket validasi. Hasil penelitian kuantitatif menunjukkan tingkat kelayakan sangat tinggi dengan skor ahli media 96,47%, pakar materi 95,55%, serta ahli bahasa 91,42%. Selain itu, penilaian praktisi mencapai 95,48% sehingga produk masuk kategori sangat layak. Implementasi pada lima belas peserta didik membuktikan bahwa media ini mampu meningkatkan motivasi belajar melalui pendekatan game based learning. Simpulan utama riset ini menegaskan bahwa penggunaan ular tangga inovatif efektif sebagai sarana evaluasi sekaligus peningkat retensi memori siswa terhadap materi imbuhan secara mendalam. Pengembangan ini terbukti mampu mentransformasi suasana kelas yang awalnya pasif menjadi lebih dinamis, interaktif, dan riang. Media tersebut memfasilitasi pemahaman kognitif melalui visualisasi yang menarik serta aktivitas fisik yang sangat sesuai bagi anak tingkat dasar. Kehadiran permainan edukatif modifikasi ini sangat direkomendasikan untuk diterapkan guna mewujudkan standar kelulusan akademik yang berkualitas.