Ramadhani, Sulistyani Puteri
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PENGEMBANGAN MEDIA MAGNET ALFABET (MARGARETA) UNTUK MENINGKATKAN KETERAMPILAN MEMBACA PERMULAAN SISWA KELAS II SDS MUTIARA II Assifa, Putri Arisyani; Ramadhani, Sulistyani Puteri
JURNAL PENDIDIKAN DASAR PERKHASA: Jurnal Penelitian Pendidikan Dasar Vol 11, No 1 (2025): Jurnal Pendidikan Dasar Perkhasa: Jurnal Penelitian Pendidikan Dasar
Publisher : STKIP Persada Khatulistiwa Sintang

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.31932/jpdp.v11i1.4474

Abstract

The aim of education is to improve the early reading skills of second-grade students using the magnetic alphabet media. This study uses the ADDIE model, which consists of five stages: Analyze, Design, Development, Implementation, and Evaluation. The subjects of the trial were second-grade students at Mutiara II Private Elementary School. Data collection tools involved performance tests for early reading skills. Data analysis was conducted using the effectiveness test D-Cohen. The results of the study show an improvement in early reading skills before and after using the MARGARETA media, as evidenced by a pretest score of 63.84, which increased to 81.53 on the posttest in the large-scale trial. The effectiveness test D-Cohen resulted in a score of 0.40, which is categorized as moderate. Thus, it can be concluded that the magnetic alphabet media (MARGARETA) is effective in improving the early reading skills of second-grade elementary school students.
Analisis Kesulitan Membaca Permulaan Siswa dalam Pembelajaran Daring Kelas 3 SDN 01 Cikoko Jakarta Selatan Ramadhani, Sulistyani Puteri; Ginting, Bobby Pranantha
EDUKASIA Jurnal Pendidikan dan Pembelajaran Vol. 3 No. 3 (2022): Edukasia: Jurnal Pendidikan dan Pembelajaran
Publisher : LP. Ma'arif Janggan Magetan

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.62775/edukasia.v3i3.190

Abstract

This research was motivated by the difficulty of beginning reading in Bahasa Indonesia subject in online learning of the 3rd grade students at SDN 01 in Cikoko, South Jakarta. This research was conducted with the aim of overcoming students' beginning reading difficulties and looking for any factors that made students have difficulty reading and also describing the role of the teacher to be used as a solution in overcoming beginning reading difficulties. This research was conducted using qualitative research with descriptive methods using instrument values, observations, interviews, and document multiplication as data collection techniques. The research subjects were teachers and students of the third grade at SDN 01 Cikoko, South Jakarta. The results of this study are expected that students who have the difficulty on beginning reading can partake the teaching and learning activities in class well, have no difficulty when teaching and learning activities are carried out by online learning, the teacher can find solutions and what media are suitable to be used to overcome the difficulties of beginning reading experienced by some students of the third grade at SDN 01 Cikoko, South Jakarta.
PENGEMBANGAN MEDIA PEMBELAJARAN BOARD GAME SMART DIVISION BERBASIS KEBUDAYAAN INDONESIA PADA MATA PELAJARAN MATEMATIKA KELAS IV SDN RAWA BUAYA 03 JAKARTA Antonia, Tiara Arrafiana; Ramadhani, Sulistyani Puteri
VOX EDUKASI: Jurnal Ilmiah Ilmu Pendidikan Vol 16, No 1 (2025): APRIL
Publisher : STKIP Persada Khatulistiwa Sintang

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.31932/ve.v16i1.4467

Abstract

ABSTRAKPenelitian dan pengembangan media pembelajaran untuk siswa sekolah dasar penting dilakukan supaya terwujud pembelajaran yang inovatif, kritis, efektif dan efisien. Tujuan penelitian ini untuk mengembangkan media pembelajaran Board Game Smart Division berbasis kebudayaan Indonesia kelas IV SD yang berfokus pada meningkatnya hasil belajar menghitung pembagian bersusun matematika. Metode yang digunakan yakni Research and Development (R&D) dengan model ADDIE, yang meliputi tahap analisis, desain, development, implementasi, dan evaluasi. Pengembang media board game smart division mampu menarik minat belajar siswa dan mewujudkan pengalaman pembelajaran yang interaktif terbukti dari hasil data validasi siswa,  ahli materi, media dan bahasa. Hasil penelitian memperoleh data skor validasi dari ahli media 80, materi 96 skor, bahasa 92 skor. Menandakan media board game telah valid. Uji coba media pada siswa melalui uji coba kelompok kecil, terbatas dan lapangan yang menghasilkan respon siswa  "sangat baik". Evaluasi hasil belajar siswa dengan pre-test dan post-test menunjukkan kenaikan hasil belajar rata-rata nilai pre-test dari 59,3 dan post-test 89. Jika dipersentase peningkatan pre dan posttest yakni naik 30%. Dengan berdasarkan data, media board game smart division terbukti valid, layak dan efektif dalam meningkatkan hasil belajar siswa kelas IV SDN Rawa Buaya 03 Jakarta, mampu memberikan pengalaman belajar yang interaktif dan menarik minat belajar siswa.Kata Kunci: Board Game Edukasi, Matematika, Kemampuan Menghitung, Berbasis Kebudayaan Indonesia, Penelitian dan PengembanganABSTRACTResearch and development of learning media for elementary school students is important to achieve innovative, critical, effective learning. The aim of this research is to develop a smart division board game learning media based on Indonesian culture in 4 grade elementary school which focuses on improving learning outcomes in calculating mathematical divisions. The method used is Research and Development (R&D) with the ADDIE model, which includes the stages of Analysis, Design, Development, Implementation, and Evaluation. The media developer is confident that this Board game smart division media can attract students' interest in learning and create an interactive learning experience. The results of the study obtained a score from media of 80 scores and validation from material of 96, language got 92, indicating that the Board Game media was “Valid”. Testing the media on students through small group, limited and field trials which produced "very good" student responses. Evaluation of student learning outcomes with pre-tests & post-tests showed an increase in learning outcomes, the average pre-test score from 59.3 to 89. If the percentage increase in pre & post-tests is an increase of 30%. Based on the data, the Smart Division board game media has proven to be valid, feasible and effective in improving the learning outcomes of 4 grade students at SDN Rawa Buaya 03, while providing an interactive learning experience and an interesting learning interest for studentsKeywords: Educational Board Game, Mathematics, Numeracy Skills, Based on Indonesian Culture, Research and Development
PENGEMBANGAN LEMBAR KERJA PESERTA DIDIK (LKPD) DIGITAL UNTUK MENINGKATKAN KEMAMPUAN BERPIKIR KRITIS SISWA KELAS V SDN TANAH TINGGI 09 JAKARTA PUSAT Nurandini, Veronika Mia; Ramadhani, Sulistyani Puteri
Pendas : Jurnal Ilmiah Pendidikan Dasar Vol. 9 No. 04 (2024): Volume 09 No. 04 December 2024 In Press.
Publisher : Program Studi Pendidikan Guru Sekolah Dasar FKIP Universitas Pasundan

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.23969/jp.v9i04.22504

Abstract

n this digital era, learning media or teaching materials are needed that can utilise technology with interactive activities. Based on the results of observations and preliminary studies at SDN Tanah Tinggi 09 Central Jakarta, that media or teaching materials are needed that contain experimental learning methods and practice questions that can also be done through the use of technology. Therefore, the Digital Liveworksheet (LKPD) was developed using the Dick and Carey development model which goes through 9 adjusted development steps. The development of this Digital Liveworksheet (LKPD) was also made to improve the critical thinking skills of grade 5 students. From the results of using the media or teaching materials for the Digital Liveworksheet (LKPD), it was found that there was an increase in critical thinking skills which could be seen from the results of the pre-test and post test in each trial class. Especially in the media field test, an increase value of 67.4% was found.