Claim Missing Document
Check
Articles

Found 18 Documents
Search

The Influence of Ethnomathematics Through a Variety of Betawi Batik Motifs on the Numerization Literacy Ability of Grade IV Students of SDN Cipinang Besar Selatan 20 Pagi Amelia, Winda; Khairunisa, Khairunisa; Rangga Putra, Damar
Siber International Journal of Education Technology (SIJET) Vol. 2 No. 1 (2024): Siber International Journal of Education Technology (July 2024)
Publisher : Siber Nusantara Review & Yayasan Sinergi Inovasi Bersama (SIBER)

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.38035/sijet.v2i1.73

Abstract

This research aims to see the influence of ethnomathematics through various Pattern of Batik Betawi on the Numerization Literacy Ability of class IV students on flat shapes learning material. This research was conducted at SDN Cipinang Besar Selatan 20 Pagi with a sample of fourth grade students in the second semester of the 2023/2024 school year. Samples were taken using the Single-Stage Cluster Sampling technique. The method used is a quasi-experimental research method with a pretest-posttest control group design research design. The data was collected using an instrument in the form of descriptions that have been theoretically and empirically validated. The results of the research analysis showed that the average pre-test result for the experimental class was 6.73 and the post-test was 8.50 which its show a bigger increase of 1.77 points in the experimental class that applied an ethnomathematics approach rather than the control class that applied conventional learning. Therefore, the alternative hypothesis can be accepted and it can be concluded that the application of Ethnomathematics through various pattern of batik Betawi has a positive effect and able to improve students' numerization literacy skills.
PENERAPAN METODE PEMBELAJARAN INSIDE-OUTSIDE CIRCLE PADA MATERI PENGUKURAN UNTUK MENINGKATKAN KETERAMPILAN KOMUNIKASI MATEMATIS SISWA KELAS V SDN KEBON BAWANG 03 JAKARTA UTARA Dahlia, Yeni; Amelia, Winda
Pedagogi: Jurnal Ilmiah Pendidikan Vol 11 No 1 (2025): Pedagogi: Jurnal Ilmiah Pendidikan
Publisher : FKIP Universitas Al Washliyah Medan

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.47662/pedagogi.v11i1.937

Abstract

This study aims to improve the mathematical communication skills of fifth grade students through the application of the inside-outside circle learning method on measurement material at SDN Kebon Bawang 03 Jakarta Utara in the 2024/2025 Academic Year. This study was conducted using the type of  classroom action research (CAR) with 34 fifth grade students as research subjects whose data were collected using observation and documentation techniques. The results of the study obtained a score of students mathematical communication skills with an average of 37.64% which is included in the “less” category, then corrective actions were carried out in cycle I showing students mathematical communication skills with an average of 65.52% which is included in the “good” category, and improvements were made again in cycle II with the results of students mathematical communication skills with an average of 81.29% which is included in the “very good” category. This means that this study was declared successful because it had achieved the desired success criteria with an average score percentage reaching 80%. Thus, it is concluded that there was an increase in the mathematical communication skills of grade V students after the inside-outside circle method was applied to the measurement material at SDN Kebon Bawang 03 Jakarta Utara.
The Impact of Brain Based Learning Strategy on Mathematical Communication Ability of Grade V Elementary School Students Amelia, Winda; Sundi, Venni Herli; Supena, Asep; Yufiarti, Yufiarti
International Journal of Elementary Education Vol 6 No 2 (2022): May 2022
Publisher : Universitas Pendidikan Ganesha

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.23887/ijee.v6i2.46651

Abstract

Most students think of mathematics as a complicated and burdensome subject, so there tends to be a lack of interest in studying mathematics. Mathematical communication skills become one of the important things in learning. Therefore, so that math learning like, need made an effort to adopt learning strategies that can improve. Mathematical communication skills of elementary school students. This study aims to determine the differences in which learning strategies result in higher mathematical communication skills between students and students Brain Based Learning with conventional learning strategies. This research is a type of quasi-experimental research (quasi-experimental). Sampling with cluster random sampling technique. The data analysis technique used normality, homogeneity, hypothesis testing and statistical hypotheses. The conclusions of this study are as follows: 1). An increase in the average value of 58.15 experienced by the experimental class with Brain Based Learning strategy higher than the average value of the control class of 14.9. So that the mathematical communication skills of students in the experimental class in mathematics experienced a significant increase compared to the control group; 2). The results of statistical calculations obtained t count is 8.25 and the value of t table is 1.99 which is smaller than the value of t count, so Brain Based Learning strategy has a positive impact on the mathematical communication skills of class V in mathematics learning.
PENGEMBANGAN MEDIA PEMBELAJARAN BERBASIS APLIKASI SCRATCH PADA MATA PELAJARAN MATEMATIKA SISWA KELAS III SDN PENGADEGAN 07 JAKARTA SELATAN Yananda, Arsila; Amelia, Winda
Pendas : Jurnal Ilmiah Pendidikan Dasar Vol. 10 No. 01 (2025): Volume 10 No. 01 Maret 2025 In Process
Publisher : Program Studi Pendidikan Guru Sekolah Dasar FKIP Universitas Pasundan

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.23969/jp.v10i01.21917

Abstract

This research was motivated by a lack of understanding and low student learning outcomes in mathematics subjects, especially in length unit material. This happens because the learning process still takes place conventionally, where creative and innovative learning media have not been used. The aim of this research is to develop learning media based on the scratch application for mathematics subjects for class III students at SDN Pengadegan 07 South Jakarta and to determine the feasibility and effectiveness of this media. This research uses the Research and Development (R&D) method with the Dick and Carey development model through 10 development stages. The types of data used are quantitative data and qualitative data. The instruments used are interviews, questionnaires and tests. The data collection techniques used were interviews, observation and questionnaires. The results obtained from the development of scratch application-based learning media products are based on the feasibility results of the design expert validator at 80%, the language expert validator at 84%, the material expert validator at 80% and the results of the feasibility test in small groups obtained at 82% and the test results feasibility in the large group was obtained at 86%. Furthermore, the results of the effectiveness of learning media products in small group trials were obtained at 0.45 with medium success criteria and the results for the effectiveness of learning media products in large group trials were obtained at 0.45 with medium success criteria based on the normality gain (N-gain) test.
Analisis Keterampilan Teknik Menendang Bola pada Siswa Kelas V SD Negeri Karyawangi Bandung Nabawi, Nur Ainillah Nabawi; Saputra, Muhammad Adi; Ramdhani, Iwan Kurniawan; Fahreza, Muhammad Rizky; Amelia, Winda
Jurnal Ilmu Olahraga dan Kepelatihan Indonesia Vol 7 No 1 (2025): Indonesian Journal of Sport Science and Coaching
Publisher : Jurusan Pendidikan Olah Raga dan Kepelatihan FKIP Universitas Jambi

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.22437/ijssc.v7i1.30232

Abstract

Sepak bola merupakan salah satu olahraga dengan jumlah penggemar terbanyak di Indonesia, dan teknik menendang bola merupakan keterampilan dasar yang penting dalam permainan ini. Penelitian ini bertujuan untuk menganalisis perbedaan keterampilan teknik menendang bola pada siswa kelas 5 Sekolah Dasar Negeri Karyawangi Bandung. Metode yang digunakan adalah deskriptif kualitatif dengan pendekatan survei, di mana pengumpulan data dilakukan melalui tes langsung di lapangan. Penelitian ini melibatkan 28 siswa, terdiri dari 11 siswa laki-laki dan 17 siswa perempuan. Hasil penelitian menunjukkan bahwa sebagian besar siswa berada dalam kategori cukup dalam keterampilan menendang bola, dengan variasi hasil antara sangat baik, baik, dan kurang baik. Faktor-faktor yang mempengaruhi perbedaan keterampilan ini meliputi tingkat perkembangan fisik dan kognitif, pengalaman sebelumnya, latihan, serta dukungan dari guru atau pelatih. Selain itu, banyak siswa mengalami kesulitan dalam teknik menendang dengan kaki bagian luar, yang kemungkinan disebabkan oleh kurangnya koordinasi motorik atau minimnya latihan. Kesimpulannya, terdapat variasi keterampilan menendang bola di antara siswa, yang menunjukkan perlunya pendekatan pembelajaran yang lebih efektif untuk meningkatkan teknik dasar sepak bola di tingkat sekolah dasar.
Peranan World Cosplay Summit terhadap Budaya Populer dalam Diplomasi Budaya Jepang pada Tahun 2014 Amelia, Winda; Argenti, Gili; Marsingga, Prilla
Jurnal Ilmiah Wahana Pendidikan Vol 11 No 7.C (2025): Jurnal Ilmiah Wahana Pendidikan 
Publisher : Peneliti.net

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

Abstract

This research explores the role of the World Cosplay Summit (WCS) as a tool of Japanese cultural diplomacy through popular culture to strengthen Japan's positive image internationally. Using a descriptive qualitative approach, this research utilizes secondary data in the form of literature and documentation related to Japanese cultural diplomacy and the role of popular culture such as cosplay, anime, and manga. The results show that the WCS not only promotes the values of freedom of expression contained in Japanese popular culture, but also creates a platform for the creativity of young people in various countries. The success of this diplomacy is marked by the increasing number of countries participating in the WCS, proving the effectiveness of popular culture as an instrument of Japan's soft power in cultural diplomacy.
Pengembangan Media Pembelajaran Timbangan Berat (Tingrat) melalui Metode Teams Games Tournaments (Tgt) pada Mata Pelajaran Matematika Kelas III Sekolah Dasar Fida, Syafatul; Amelia, Winda
Jurnal Basicedu Vol. 9 No. 4 (2025): August
Publisher : Universitas Pahlawan Tuanku Tambusai

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.31004/basicedu.v9i4.10586

Abstract

Media pembelajaran matematika di kelas III-B SDN Cikoko 03 Pagi yang digunakan kurang variatif, sehingga pembelajaran matematika terasa monoton dan membosankan bagi siswa, sehingga guru menjadi pusat kegiatan belajar, yang digunakan guru hanya berfokus pada buku siswa serta buku guru matematika. Penelitian ini bertujuan untuk mengembangkan media pembelajaran Timbangan Berat (Tingrat) materi satuan berat untuk siswa kelas III Sekolah Dasar, dan untuk mengetahui kelayakan dan keefektifan media pembelajaran Timbangan Berat (Tingrat). Penelitian ini menggunakan metode Research and Development (RnD) model Dick and Carey dengan 10 tahap. Data yang dikumpulkan berupa data kualitatif dan kuantitatif melalui observasi, tes, angket, dan dokumentasi. Analisis data dilakukan melalui penilaian dari validator ahli materi, media, dan bahasa, serta penarikan kesimpulan sebagai kelayakan media. Pada uji coba kefektifan lapangan hasil pretest mendapatkan hasil rata-rata 60,32 dan pada posttest rata-rata nilai siswa meningkat menjadi 81,93. Berdasarkan hasil uji normalitas gain rata-rata pada keefektivitas media Timbangan Berat (Tingrat) adalah 0,55 yang termasuk dalam kategori keberhasilan sedang. Hasil penelitian ini meneunjukkan bahwa media pembelajaran Timbangan Berat (Tingrat) dinyatakan layak dan efektif untuk digunakan dalam proses pembelajaran siswa kelas III-B SDN Cikoko 03 Pagi Jakarta Selatan
Pengembangan Media Pembelajaran Timbangan Berat (Tingrat) melalui Metode Teams Games Tournaments (Tgt) pada Mata Pelajaran Matematika Kelas III Sekolah Dasar Fida, Syafatul; Amelia, Winda
Jurnal Basicedu Vol. 9 No. 4 (2025): August
Publisher : Universitas Pahlawan Tuanku Tambusai

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.31004/basicedu.v9i4.10586

Abstract

Media pembelajaran matematika di kelas III-B SDN Cikoko 03 Pagi yang digunakan kurang variatif, sehingga pembelajaran matematika terasa monoton dan membosankan bagi siswa, sehingga guru menjadi pusat kegiatan belajar, yang digunakan guru hanya berfokus pada buku siswa serta buku guru matematika. Penelitian ini bertujuan untuk mengembangkan media pembelajaran Timbangan Berat (Tingrat) materi satuan berat untuk siswa kelas III Sekolah Dasar, dan untuk mengetahui kelayakan dan keefektifan media pembelajaran Timbangan Berat (Tingrat). Penelitian ini menggunakan metode Research and Development (RnD) model Dick and Carey dengan 10 tahap. Data yang dikumpulkan berupa data kualitatif dan kuantitatif melalui observasi, tes, angket, dan dokumentasi. Analisis data dilakukan melalui penilaian dari validator ahli materi, media, dan bahasa, serta penarikan kesimpulan sebagai kelayakan media. Pada uji coba kefektifan lapangan hasil pretest mendapatkan hasil rata-rata 60,32 dan pada posttest rata-rata nilai siswa meningkat menjadi 81,93. Berdasarkan hasil uji normalitas gain rata-rata pada keefektivitas media Timbangan Berat (Tingrat) adalah 0,55 yang termasuk dalam kategori keberhasilan sedang. Hasil penelitian ini meneunjukkan bahwa media pembelajaran Timbangan Berat (Tingrat) dinyatakan layak dan efektif untuk digunakan dalam proses pembelajaran siswa kelas III-B SDN Cikoko 03 Pagi Jakarta Selatan
PENGEMBANGAN MEDIA PEMBELAJARAN TELINGGO (TELUR INTERAKTIF BOARD GAME) PADA MATA PELAJARAN MATEMATIKA Puspita, Adelia; Amelia, Winda
Algebra : Jurnal Pendidikan, Sosial dan Sains Vol 5 No 3 (2025): ALGEBRA : JURNAL PENDIDIKAN, SOSIAL DAN SAINS
Publisher : Yayasan Amanah Nur Aman

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.58432/algebra.v5i3.1523

Abstract

This study was motivated by the low level of student engagement in learning at SDN Tebet Barat 08 South Jakarta, as teachers only used textbooks and rarely utilized interactive media. The study aims to develop the Telinggo (Interactive Egg Board game) learning medium for two-dimensional shapes, which is suitable for use based on the results of validity and effectiveness tests. The study employs a research and development method using the Borg and Gall model adapted by Sugiyono, limited to nine stages until the final product revision. The trial was conducted using a one-group pretest-posttest design. The results showed that the Telinggo media had very high validity, with 92% for media experts with very valid criteria, 91.6% for language experts with very valid criteria, and 98% for subject matter experts with very valid criteria. This media is effective in improving learning outcomes with a completion rate of 68% and an N-Gain value of 0.58, categorized as moderate. Therefore, Telinggo is suitable for use as a learning media for two-dimensional shapes in fourth-grade elementary school classrooms.
Pengembangan Media Pembelajaran Interaktif Swishmax Berbasis Android pada Mata Pelajaran SBdP Siswa Kelas III SDN Kalibata 07 Jakarta Selatan Brahmana, Samuel; Amelia, Winda
As-Syirkah: Islamic Economic & Financial Journal Vol. 3 No. 1 (2024): As-Syirkah: Islamic Economic & Financial Journal 
Publisher : Ikatan Da'i Indonesia

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.56672/pfgcq067

Abstract

This research has two objectives to be developed, namely knowing the design and development of Swishmax media in learning arts and culture and crafts (SBdP) for class III students at SDN Kalibata 07 South Jakarta, knowing the feasibility and effectiveness of Swishmax media in learning arts and culture and crafts (SBdP) for class III students at SDN Kalibata 07 South Jakarta. In developing this media, a research method was used, namely Research and Development (R&D) with the Dick and Carrey research model which consists of 10 research stages. The results of the research carried out by the researcher obtained a percentage of 90% by material expert validators, a percentage of 90% from the language expert validator test, a percentage of 80% from the media expert validator test. The feasibility test results in the small group were obtained with a percentage result of 82%, the feasibility test results in the large group were obtained with a percentage result of 92%.