Claim Missing Document
Check
Articles

Found 4 Documents
Search

Tren Penelitian Project-Based Learning pada Pembelajaran Matematika bagi Calon Guru Sekolah Dasar di Indonesia: Tinjauan Literatur Wiwin Rita Sari; Dinda Tri Anggraini; Salana Ajodoya
Sulawesi Tenggara Educational Journal Vol 5 No 3: Desember (2025)
Publisher : Fakultas Keguruan dan Ilmu Pendidikan Universitas Sulawesi Tenggara

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.54297/seduj.v5i3.1425

Abstract

Pembelajaran matematika bagi calon guru sekolah dasar memerlukan pendekatan yang mampu mengembangkan keterampilan abad ke-21. Project-Based Learning (PjBL) dinilai relevan dalam mendukung tuntutan tersebut, terutama dalam konteks Kurikulum Merdeka. Artikel ini bertujuan mengidentifikasi tren penelitian PjBL pada pembelajaran matematika bagi calon guru sekolah dasar di Indonesia melalui Systematic Literature Review (SLR) berbasis pedoman PRISMA. Penelusuran dilakukan pada basis data Scopus dan Google Scholar terhadap artikel sepuluh tahun terakhir, dan 15 artikel yang memenuhi kriteria inklusi dianalisis secara tematik. Hasil kajian menunjukkan bahwa penelitian didominasi desain quasi-eksperimen dan SLR, dengan fokus utama pada pengembangan kemampuan berpikir kritis dan kreatif matematis. Integrasi PjBL dengan pendekatan STEM menjadi tren menonjol karena efektif meningkatkan pemahaman konsep, komunikasi dan koneksi matematis, serta kolaborasi belajar melalui proyek autentik. Kajian ini menegaskan bahwa PjBL terintegrasi STEM merupakan pendekatan yang efektif dan relevan dalam pendidikan calon guru sekolah dasar. Penelitian lanjutan disarankan mengembangkan meta-analisis kuantitatif dan instrumen asesmen autentik untuk memperkuat bukti empiris.
Improving Speaking Confidence in Elementary School Teacher Education Students through Video-Based Assignments Dinda Tri Anggraini; Wiwin Rita Sari; Muhardila Fauziah; Sophie Nabila
Alifbata : Jurnal Pendidikan Dasar Vol 6 No 2 (2026): Alifbata
Publisher : STAI Darul Kamal Darul Kamal NW Kembang Kerang

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.51700/alifbata.v6i2.1795

Abstract

This study aims to determine the level of confidence of students of Universitas PGRI Yogyakarta in speaking by implementing a video-based assignment program. The research method is classroom action research with the Kurt Lewin model. The data source of this study is videos from 40 students of the Elementary School Teacher Education Study Program (PGSD) UPY uploaded to YouTube. The results of the study showed that before the action was carried out, students' speaking skills in linguistic and non-linguistic aspects were still inadequate, the data showed that 31% of 40 students achieved a passing grade. After cycle 1, the results were 60.6% and cycle 2 the results were 89.7%, there was a significant increase in students' confidence in speaking. So it can be concluded that the video-based assignment program carried out was declared valid, practical, and effective for use in the learning process and increasing students' confidence in speaking skills.
PELATIHAN DAN PENDAMPINGAN GURU DALAM PENGEMBANGAN MEDIA PEMBELAJARAN INTERAKTIF BERBASIS ADOBE FLASH Dinda Tri Anggraini; Yeni Apriani; Raodhoh Tatauba
ABDI AKOMMEDIA : JURNAL PENGABDIAN MASYARAKAT Vol. 4 No. 1 (2026)
Publisher : ABDI AKOMMEDIA : JURNAL PENGABDIAN MASYARAKAT

Show Abstract | Download Original | Original Source | Check in Google Scholar

Abstract

Media pembelajaran interaktif berperan penting dalam menciptakan pembelajaran yang lebih menarik dan efektif. Namun, kompetensi guru sekolah dasar dalam mengembangkan media pembelajaran berbasis teknologi digital masih perlu ditingkatkan. Kegiatan pengabdian kepada masyarakat ini bertujuan untuk meningkatkan kompetensi guru dalam mengembangkan media pembelajaran interaktif berbasis Adobe Flash. Metode pelaksanaan meliputi empat tahapan, yaitu sosialisasi, pelatihan, pendampingan, dan evaluasi. Pelatihan dilaksanakan melalui penyampaian materi, demonstrasi, praktik langsung, dan pendampingan pengembangan media pembelajaran. Evaluasi dilakukan melalui observasi, penilaian produk media, dan angket respons peserta. Hasil kegiatan menunjukkan bahwa guru mampu mengembangkan media pembelajaran interaktif berbasis Adobe Flash yang mengintegrasikan teks, gambar, audio, animasi, dan navigasi interaktif. Selain itu, peserta memberikan respons positif terhadap pelaksanaan kegiatan karena materi mudah dipahami dan dapat diterapkan dalam pembelajaran. Kegiatan ini berhasil meningkatkan kompetensi guru dalam mengembangkan media pembelajaran interaktif sebagai upaya mendukung pembelajaran yang lebih inovatif.
The Application of Gamification to Elementary School Students’ Understanding of Mathematical Concepts Dinda Tri Anggraini; Wiwin Rita Sari; Putri Rahayu; Adelina Anum; Ahmad Naufa Assafiq
Journal Corner of Education, Linguistics, and Literature Vol. 6 No. 1 (2026): August
Publisher : CV. Tripe Konsultan

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.54012/jcell.v6i1.798

Abstract

The low level of Mathematical concept understanding among elementary school students remains a problem influenced by the use of teaching methods that tend to be conventional. This study aims to analyze the effect of gamification on the Mathematical concept understanding of third-grade elementary school students. This study used a quantitative approach with a pre-experimental method through a One-Group Pretest-Posttest Design. The research subjects were 21 third-grade elementary school students. Data were collected through tests and documentation. The research instruments included pretest and posttest questionnaires. The data were analyzed using descriptive analysis and a statistical test specifically, a paired-sample t-test to determine the effect of gamification on students’ conceptual understanding. The implementation of gamification elements such as experience points, badges, levels, challenges, and rewards was able to create a more enjoyable and interactive learning environment. The results showed that the average pretest score increased from 66.29 to 81.62 in the posttest, indicating that the application of gamification improved the understanding of Mathematics concepts. The results of the Paired Sample t-Test obtained a significance value of <0.001 meaning the sig value <0.05, thus indicating that there was a statistically significant difference between the pre-test and post-test scores. These findings confirm that the implementation of gamified learning had a significant positive effect on improving the mathematical conceptual understanding of third-grade elementary school students.