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All Journal Genta Mulia
Nurmitasari Nurmitasari
Pendidikan Guru Sekolah Dasar. Universitas Muhammadiyah Pringsewu

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PENGGUNAAN MODEL PEMBELAJARAN THINK TALK WRITE (TTW) TERHADAP KEMAMPUAN MENARIK KESIMPULAN SEBUAH TEKS BACAAN Nurmitasari Nurmitasari; Merlinda Atika Sari; Merita Sari; Miftahul Khasanah; Oktaviani Oktaviani; Putri Aulia Rahma
Jurnal Genta Mulia Vol. 17 No. 1 (2026): JURNAL GENTA MULIA
Publisher : LPPM Universitas Cipta Mandiri

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This study aims to determine the effect of the Think Talk Write (TTW) learning model on students' ability to draw conclusions from a reading text in the Indonesian language subject for grade V at the UPT SD Negeri 1 Pringsewu Utara. The study used a quantitative approach with a Pre-Experimental One Group Pretest–Posttest Design. The subjects were all 20 grade V students. The research instrument was a multiple-choice test consisting of 15 questions that had been tested for validity and reliability using the Point Biserial and KR-20 techniques. Data analysis included a normality test with Lilliefors, a homogeneity test with the F test, and a paired sample t-test. The results showed that the data were normally distributed and homogeneous, with a value of thitung = 22.7225 and ttabel = 2.04523 at a significance level of 0.05. Since thitung > ttabel, H₀ is rejected and Hₐ is accepted. Thus, there is a significant difference between student learning outcomes before and after the implementation of the TTW model. This shows that the Think Talk Write learning model is effective in improving students' ability to draw conclusions from reading texts.
PENGARUH PENGGUNAAAN MODEL GAME BASED LEARNING DENGAN METODE GAMIFIKASI TERHADAP HASIL BELAJAR IPAS SD Nurmitasari Nurmitasari; Esti Setia Ningrum; Garda Trinararya Meidi; Khofifatul Fadilah; Triwahyuningsih; Alifah Fauziah Alfadila
Jurnal Genta Mulia Vol. 17 No. 1 (2026): JURNAL GENTA MULIA
Publisher : LPPM Universitas Cipta Mandiri

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This study aims to analyze the effect of the Game Based Learning model assisted by gamification on elementary students’ learning outcomes in Natural and Social Sciences (IPAS). A quantitative approach with a one group pretest-posttest experimental design was employed. The sample consisted of 32 fourth-grade students from SD Negeri 1 Pringsewu Barat in the 2025/2026 academic year. The test instruments were validated and tested for reliability prior to use. The normality test using the Liliefors method indicated that the data were normally distributed (Lcount < Ltable). The t-test results showed that tcount > ttable at a 5% significance level, indicating a significant difference between the students’ average learning outcomes and the Minimum Mastery Criteria (KKM). The findings reveal that applying gamification through interactive media such as Bamboozle enhances students’ motivation, participation, and conceptual understanding, thereby positively influencing their IPAS learning outcomes.
MODEL PEMBELAJARAN M-APOS TERINTEGRASI KARAKTER TERHADAP KEMAMPUAN REPRESENTASI MATEMATASIS SISWA SD Nurmitasari Nurmitasari; Ajeng Dwi Puspitasari; Lisa Indriani; Muhana Sabina; Riski Putri Nurcahayani; Muhammad Afif Jidan
Jurnal Genta Mulia Vol. 17 No. 1 (2026): JURNAL GENTA MULIA
Publisher : LPPM Universitas Cipta Mandiri

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This study aims to determine the effect of the M-APOS (Modification–Action–Process–Object–Schema) learning model integrated with character education on elementary school students’ mathematical representation ability. The research was motivated by the low ability of students to express mathematical ideas through various forms of representation, including visual, symbolic, and verbal. The study employed a quantitative approach with a Quasi-Experimental method using The Nonequivalent Control Group Design. The sample consisted of two classes: the experimental class implementing the M-APOS model integrated with character values and the control class using conventional learning. The instrument used was an essay test on mathematical representation ability, validated and tested for reliability. The results showed a significant difference between the experimental and control classes, with the calculated t-value exceeding the table value at a 0.05 significance level. The average representation ability of students in the experimental class reached 88.05%, categorized as very high. These findings indicate that the M-APOS model integrated with character education effectively improves students’ mathematical representation skills while fostering positive character values such as responsibility, cooperation, and honesty. Therefore, this model can serve as an innovative and relevant learning strategy for mathematics education in elementary schools.