Moh Rusnoto Susanto
Universitas Sarjanawiyata Tamansiswa, Kota Yogyakarta, Daerah Istimewa Yogyakarta

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Implementasi Tri-N Berbasis Project Based Learning dalam Peningkatan Kompetensi Menulis Teks Prosedur Pembuatan Patung Yazid Firdiawan; Sri Haryati Rahayuningsih; Siti Rochmiyati; Moh Rusnoto Susanto
Ideguru: Jurnal Karya Ilmiah Guru Vol. 10 No. 1 (2025): January 2025 Edition
Publisher : Dinas Pendidikan, Pemuda dan Olahraga Daerah Istimewa Yogyakarta

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.51169/ideguru.v10i1.1202

Abstract

The low ability of sixth graders in writing procedural texts on sculpture making is attributed to a lack of understanding of procedural texts, difficulties in communicating knowledge into written form, and challenges in constructing effective sentences. This research aims to enhance the ability of sixth graders in writing procedural texts on sculpture making through the application of the Merdeka Belajar approach integrated with Project Based Learning (PjBL) and Tri-N. The study employed a Classroom Action Research (CAR) methodology, conducted in three cycles. Each cycle consisted of planning, implementation, observation, and reflection phases. The subjects of the study were sixth graders from SD Negeri Candiyasan Wonosobo. Data were collected through interviews, observations, and procedural text writing tests. The findings revealed a significant improvement in the ability of sixth graders to write procedural texts on sculpture making. In the first cycle, the pass rate for the procedural text writing test remained relatively low at 10%. In the second cycle, there was a significant increase in the pass rate for the procedural text writing test to 38%. The third cycle demonstrated optimal results, where almost all students achieved the pass rate, showing an increase of 52%. Therefore, it can be concluded that the Merdeka Belajar approach integrated with PjBL and Tri-N is effective in enhancing the ability of sixth graders to write procedural texts on sculpture making at SD Negeri Candiyasan Wonosobo.
Pengembangan Media Monopoli Cerdas (MONCER) Bertema Budaya untuk Meningkatkan Hasil Belajar Sri Haryati Rahayuningsih; Yazid Firdiawan; Heri Maria Zulfiati; Daimul Hasanah; Moh Rusnoto Susanto
Ideguru: Jurnal Karya Ilmiah Guru Vol. 10 No. 1 (2025): January 2025 Edition
Publisher : Dinas Pendidikan, Pemuda dan Olahraga Daerah Istimewa Yogyakarta

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.51169/ideguru.v10i1.1257

Abstract

The learning process that still revolves around teachers using only lecture methods and the lack of utilization of engaging learning media makes learning monotonous and boring. This study aims to develop the Monopoli Cerdas (MONCER) learning media to support the learning process on Theme 8. Bumiku Subtheme 1. Perbedaan Waktu dan Pengaruhnya. This research is a Research and Development (R&D) with the ADDIE development model through the stages of analysis, design, development, implementation, evaluation. The results of the study show that the Monopoli Cerdas (MONCER) media overall obtained a rating with a very feasible category, with the details of the media feasibility percentage as follows: subject matter experts with an average acquisition of 88.02%, media experts with an average acquisition of 83.75%, language experts with an average acquisition of 84.86%. In addition, there was a significant increase in student learning outcomes, namely by 21.13 points, and positive responses from students with a response rate of 91.94%. The MONCER media has been proven suitable for application and effective in increasing students' interest and motivation to learn.
Eksplorasi Up-Cycle Sampah dengan Pendekatan STEAM-Tri N untuk Peningkatan Kreativitas Siswa Fajar Arum Sari; Moh Rusnoto Susanto; Insanul Qisti Barriyah; Ana Fitrotun Nisa; Heri Maria Zulfiati
Ideguru: Jurnal Karya Ilmiah Guru Vol. 10 No. 2 (2025): May 2025 Edition
Publisher : Dinas Pendidikan, Pemuda dan Olahraga Daerah Istimewa Yogyakarta

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.51169/ideguru.v10i2.1754

Abstract

One of the important skills in the 21st century is the ability to think creatively, which is closely related to the concept of creativity. Low levels of student creativity are often caused by the use of learning methods, models and strategies that do not support the development of these abilities. This research aims to describe the real conditions of implementing a creative exploration project by utilizing upcycling waste into works of art using the STEAM and Tri N approaches, in order to increase student creativity. This research used a descriptive qualitative method with the research subjects being class V students, consisting of 4 male students and 10 female students. Data collection techniques include observation, interviews and documentation. Milles and Huberman data analysis techniques, which include data reduction, presentation and verification. The research results show that the waste upcycling project integrated with STEAM and Tri N is effective in developing elementary school students' creativity. In these four aspects, the score mode is 4. Score 4 has a percentage of 45%, score 3 is 33%, score 2 is 16%, and the lowest score is 6%. The development of creativity goes hand in hand with the implementation of innovative, creative and fun learning, because there is a significant relationship between the learning model used and increasing student creativity. This project-based approach integrates SBDP and IPAS lesson content.