Heri Maria Zulfiati
Universitas Sarjanawiyata Tamansiswa, Kota Yogyakarta, Daerah Istimewa Yogyakarta

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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.
Proyek Berdiferensiasi STEAM dalam Menumbuhkan Jiwa Kepemimpinan dan Sikap Peduli Lingkungan Siswa Sekolah Dasar Maria Magdalena Sri Wahyuni; 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.v10i2.1793

Abstract

This research aims to describe the development of student leadership and environmental awareness through the implementation of STEAM (Science, Technology, Engineering, Art, and Mathematics)-based differentiated projects. The STEAM approach seeks to cultivate students' leadership qualities and environmental responsibility, both individually and collaboratively, by utilizing real-world challenges as a learning medium. An inclusive learning environment fosters students' ability to manage conflicts, solve problems, communicate effectively, and make responsible decisions. STEAM-based differentiated projects not only strengthen students' skills but also instill important character values, such as empathy, cooperation, and integrity. This research aims to outline the steps involved in implementing STEAM projects and highlight their benefits in both academic achievement and character development. This study employs a qualitative descriptive method. The participants consist of 14 fifth-grade students. Data were collected through observation, interviews, and documentation techniques. The data analysis process involved three stages: data selection, data presentation, and verification or conclusion. The findings from the STEAM-based differentiated project reveal that learning activities resulted in diverse student-created products, demonstrating leadership qualities and environmental care. These products include items made from repurposed materials, posters, and prototypes. This project-based learning approach encourages students to take initiative, express their ideas, and propose solutions to observed environmental issues, thereby fostering positive character traits essential for their future.