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Steam-Based Science Module to Optimize Critical Thinking Skills of Grade V Elementary School Students Sujaryanto, Eko; Sarwanto, Sarwanto; Yulisetiani, Septi
Social, Humanities, and Educational Studies (SHES): Conference Series Vol 8, No 4 (2025): Social, Humanities, and Educational Studies (SHEs): Conference Series
Publisher : Universitas Sebelas Maret

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.20961/shes.v8i4.109505

Abstract

Developing critical skills of fifth-grade elementary school students in Natural and Social Sciences (IPAS) is crucial for 21st-century education, and STEAM offers a contextual approach to address the lack of higher-order skills in current practice. This study aims to: (1) identify the need to develop a STEAM-based IPAS teaching module, (2) design a STEAM-based IPAS teaching module that suits the characteristics of elementary school students, and (3) produce an initial product of the teaching module that is validated by experts. This study uses the R&D (Research and Development) model from Borg and Gall which is simplified into three stages by Sukmadinata, namely preliminary study, model development, and model testing. This article focuses on the preliminary study and initial product development of the module. Data were obtained through literature studies, interviews, observations and document analysis. The development results produced a STEAM-based IPAS module design which was then validated by material experts, media experts, and linguists. The validation results indicate that the module meets the feasibility for use in fifth-grade elementary school IPAS learning. The developed module is ready for use in a limited trial phase in further research.
Implementation of Dakon Game in Elementary School Mathematics Learning Sujaryanto, Eko
Javanologi: International Journal of Javanese Studies Vol 8, No 2 (2025): Javanologi Volume 8 No. 2: June
Publisher : Pusat Unggulan Ipteks Javanologi Universitas Sebelas Maret

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.20961/javanologi.v8i2.96846

Abstract

The dakon game, as one of the traditional games that has been widely known in Indonesia, has great potential to be integrated into mathematics learning in elementary schools, especially in the material of integer arithmetic operations. This article aims to analyze the benefits and applications of dakon as an interactive learning media that supports the understanding of the concepts of addition, subtraction, multiplication, and division of integers. With a game-based learning approach, dakon not only functions as a learning aid, but is also able to increase students' motivation in learning mathematics. This game makes it easier for teachers to explain abstract concepts in a more concrete and interesting way. The results of the study show that the integration of the dakon game in mathematics learning can improve students' understanding of integer arithmetic operations, train critical thinking skills, and encourage collaboration among students. In addition, the use of dakon in learning is in line with the principle of independent learning which emphasizes a fun and meaningful learning experience. By making dakon part of the learning strategy, teachers can create a more dynamic and interactive learning atmosphere, so that students can more easily understand the material and be actively involved in the learning process. The novelty of this research lies in its systematic exploration of how local cultural heritage—in the form of the dakon game—can be transformed into a structured pedagogical model for teaching arithmetic, which has not been widely implemented or documented in formal education contexts. This article recommends the dakon game as a strategic innovation in mathematics learning, especially to improve the quality of learning in elementary schools.