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Implementation of The Window Shopping Model to Improve Fifth-Grade Students' Mathematics Learning Outcomes on Solid Geometry Aini Chindy Afrita; Widia Sulistiani; Rahma Agustin; Ilham Arya Susanto; Aswasulasikin Aswasulasikin
DIDAKTIKA : Jurnal Penelitian Tindakan Kelas Vol. 4 No. 1 (2026): April (2026)
Publisher : Lombok Institute

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.63757/jptk.v4i1.115

Abstract

This classroom action research aimed to improve fifth-grade students' learning outcomes in mathematics, particularly on solid geometry, through the implementation of the Window Shopping cooperative learning model. The study was conducted in Class VB of SDN 02 Tanjung Batu during the 2024/2025 academic year with 20 students as participants. The research followed the Kemmis and McTaggart action research cycle, consisting of planning, action, observation, and reflection, and was implemented in two cycles. Data were collected using student activity observation sheets and learning outcome tests consisting of ten short-answer items administered during the pre-action stage and at the end of each cycle. The data were analyzed descriptively by calculating mean scores, mastery percentages, and observation percentages. The results showed that the mean score increased from 66.00 in the pre-action stage to 78.00 in Cycle I and 80.50 in Cycle II. The percentage of students achieving the minimum mastery criterion increased from 50% to 75% and then to 90%. Student activity also improved from 61.1% in Cycle I, categorized as sufficient, to 83.3% in Cycle II, categorized as good. These findings indicate that the Window Shopping model can improve students' learning outcomes and participation in learning solid geometry through collaborative discussion, peer tutoring, and gallery-based learning activities.
Improving Early Reading Skills Through Letter-Matching Games Safitri, Mazda Leva Okta; Meilani Tirta Sari; Abdulah; Ilham Arya Susanto; Nurdin Kamil
Journal of Practice Learning and Educational Development Vol. 6 No. 2 (2026): Journal of Practice Learning and Educational Development (JPLED) in Press
Publisher : Global Action and Education for Society

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.58737/jpled.v6i2.1135

Abstract

This study aimed to improve early reading skills and student activeness through the use of letter-matching games in Grade I of one public elementary school in Palembang City. The research employed a Classroom Action Research (CAR) design conducted in three cycles, each consisting of planning, action, observation, and reflection stages. The research subjects were 32 first-grade students. Data were collected through reading tests and observation sheets to measure students’ early reading abilities and learning activeness. The results showed a significant improvement in both early reading skills and student activeness across the three cycles. In Cycle I, the average reading score was 66.6 with a mastery percentage of 34%, and student activeness reached 63.4%. In Cycle II, the average score increased to 90.71 with a mastery percentage of 87%, while student activeness rose to 94%. In Cycle III, the average score further improved to 92.12 with a mastery percentage of 90%, and student activeness reached 96%. These results exceeded the predetermined success indicators, which required at least 80% of students to achieve mastery and a minimum of 75% student activeness. The findings indicate that the use of letter-matching games is effective in enhancing early reading skills and increasing student activeness. Therefore, letter-matching games can be recommended as an engaging and effective instructional strategy for early reading instruction in elementary schools.
DIGITALISASI PEMBELAJARAN SEJARAH SD MELALUI TUR VIRTUAL GOOGLE ARTS & CULTURE PADA MATERI CANDI MASA KLASIK HINDU-BUDDHA Ilham Arya Susanto; Budiansyah; Najlatul Fathia; Dwi Septiyanda; Fanny Zakkiyah
Pendas : Jurnal Ilmiah Pendidikan Dasar Vol. 11 No. 02 (2026): Volume 11 Nomor 02, Juni 2026 Published
Publisher : Program Studi Pendidikan Guru Sekolah Dasar FKIP Universitas Pasundan

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.23969/jp.v11i02.49884

Abstract

This study aims to determine the effect of using Google Arts & Culture virtual tours on elementary school students’ understanding of Hindu-Buddhist classical temple materials. The study employed a quantitative approach using a pre-experimental design through a one-group pretest-posttest design model. The research was conducted at SD Negeri 28 Palembang City with 28 fourth-grade students as the research subjects. Data collection techniques included tests, observations, and documentation. The data were analyzed using descriptive statistics, the Shapiro-Wilk normality test, paired sample t-test, and N-Gain test. The results showed that the students’ average score increased from 61.25 in the pretest to 86.43 in the posttest, with an improvement of 25.18 points. The percentage of students achieving learning mastery increased from 32.14% to 89.29%. The paired sample t-test result showed a significance value of 0.000 < 0.05, indicating that the use of Google Arts & Culture virtual tours had a significant effect on students’ understanding. In addition, the N-Gain test result of 0.65 indicated a moderate improvement category. Learning through virtual tours helped students understand temple structures, reliefs, and the life of Hindu-Buddhist societies in a more concrete and interactive manner. Therefore, Google Arts & Culture virtual tours can serve as an innovative, economical, and relevant alternative medium for history learning in accordance with the needs of 21st-century education.