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Pendekatan STEAM dengan Model Inquiry Learning Berbantuan Liveworksheet untuk Meningkatkan Kemampuan Pemecahan Masalah Matematika Siswa Sekolah Dasar
Audiana, Mia;
Rusnilawati, Rusnilawati
Jurnal Basicedu Vol. 8 No. 2 (2024)
Publisher : Universitas Pahlawan Tuanku Tambusai
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DOI: 10.31004/basicedu.v8i2.7423
Kemampuan berpikir yang menentukan adalah kemampuan untuk mengatasi suatu masalah dan membedah data yang sesuai sehingga siswa dapat mencapai kesimpulan yang jelas. Penelitian ini bertujuan dapat mengetahui sejauh mana kemampuan berpikir kritis matematika peserta kelas IV SD Negeri Trosemi 02 Gatak Sukoharjo telah berkembang dengan menerapkan cara STEAM pada model Inquiry Learning dengan bantuan liveworksheets. Jenis eksplorasi adalah penelitian tindakan kelas (PTK) yang diselesaikan dalam dua siklus dengan empat tahapan yaitu perencanaan, tindakan, observasi, dan refleksi. Metode pemeriksaan informasi menggunakan penjelasan kuantitatif. Penelitian ini melibatkan 18 siswa kelas IV SD Negeri Trosemi 02 Gatak Sukoharjo. Berdasarkan data yang diperoleh dari penelitian ini, tingkat ketuntasan belajar pra siklus siswa hanya sebesar 22,2% dengan nilai rata-rata sebesar 53,7. Kemudian pada pelaksanaan siklus I, ketuntasan belajar meningkat menjadi 72,2% dengan nilai rata-rata sebesar 79. Persentase siswa yang puas terhadap pembelajarannya meningkat menjadi 94,40% pada siklus II dengan nilai rata-rata sebesar 90,33. Oleh karena itu, dapat disimpulkan bahwa siswa kelas IV SD Negeri Trosemi 02 Gatak Sukoharjo dapat meningkatkan kemampuannya dalam menyelesaikan masalah matematika dengan menggunakan pendekatan STEAM yang dipadukan dengan model inquiry learning dan liveworksheets.
Pendekatan STEAM dengan Model Inquiry Learning Berbantuan Liveworksheet untuk Meningkatkan Literasi Matematis Siswa SD Kelas V
Wahyuni, Nur Ardiyanti;
Rusnilawati, Rusnilawati
FONDATIA Vol 8 No 2 (2024): JUNI
Publisher : Pendidikan Guru Madrasah Ibtidaiyah STIT Palapa Nusantara
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DOI: 10.36088/fondatia.v8i2.4736
This research aims to determine the increase in mathematical literacy in students by using the steam approach with a live worksheet based inquiry learning model. This research was carried out at SD N Trosemi 2 in the odd semester of the 2023/2024 academic year with a total of 29 students. This research was conducted in two cycles. The data collection methods in this research are test and observation. Data analysis techniques using qualitative data are based on increasing the average mathematical literacy ability of students as an indicator of research success. The results of research in the pre-cycle showed that the average mathematical literacy of students was 49.54% with poor criteria, in cycle I there was an increase, namely getting an average of 65.5% with good criteria and in cycle II getting an average of 86. 45% with very good criteria. Thus, it can be concluded that using the inquiry learning model assisted by live worksheets using the Steam approach can increase mathematical literacy in students.
Discovery Learning Through Educandy: Its Effectiveness on Students’ Critical Thinking Ability and Self-Confidence
Saputri, Yunisa Eka;
Rusnilawati
Thinking Skills and Creativity Journal Vol. 6 No. 1 (2023): April
Publisher : Universitas Pendidikan Ganesha
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DOI: 10.23887/tscj.v6i1.61737
Mathematics is an area of knowledge that encourages critical, imaginative, and methodical thinking so that it becomes an integral part of education at all levels, from elementary school to university. Critical thinking and self-confidence are important things that must be mastered by students in learning mathematics. With the discovery learning model using the educandy web it makes learning sweeter. This study aims to analyze the effectiveness of the web-assisted discovery learning model of educandy on critical thinking skills and self-confidence in mathematics in grade IV elementary schools. This type of research uses quantitative research. The method used in this research is quasi-experimental method with Posttest Only Control Group Design. The population of this study consisted of 40 students with a sample of class IVA consisting of 20 students as the experimental class and class IVB consisting of 20 students as the control class. Data on learning motivation was obtained from questionnaire results, while data on learning outcomes was obtained from multiple choice test results. The analysis technique uses descriptive statistics and inferential statistics or t-test. The results of this study indicate that the educandy-assisted discovery learning model influences students' critical thinking skills and self-confidence.
Planting Mathematics Concepts for Low Grade Elementary Schools through the Traditional Games
Nuraeni, Zuli;
Rusnilawati
International Journal of Contemporary Studies in Education Vol. 1 No. 1 (2022)
Publisher : EDUPEDIA Publisher
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DOI: 10.56855/ijcse.v1i1.117
A common problem in mathematics education in Indonesia is the low interest in mathematics because students learning mathematics is learning to memorize formulas which they then formulate to solve problems. For elementary school students, this learning will be very boring and do not interact at all because they are far from those who still like to play. This paper will discuss the planting of math concepts for low-grade elementary schools through traditional games, according to local wisdom-based mathematics learning so that mathematics lessons are no longer a scourge for elementary students but become fun mathematics because children can learn mathematics from their games. Many studies have found that game strategies are effective in motivating children to learn mathematics and at the same time making the learning stop. The focus of this paper is on examples of traditional games that can support the learning process of mathematics and the role of the teacher in facilitating mathematics learning that isn’t directly integrated into the game.
THE EFFECT OF TEACHING GAMES FOR UNDESTANDING (TGFU) MODEL WITH MATHEMATICS MONOPOLY MEDIA ON LEARNING MOTIVATION AND MATHEMATICS LEARNING OUTCOMES OF ELEMENTARY SCHOOL CLASS I STUDENTS
Sari, Destia Anjelina;
Rusnilawati, Rusnilawati
Prima: Jurnal Pendidikan Matematika Vol 8, No 1 (2024): PRIMA : Jurnal Pendidikan Matematika
Publisher : FKIP Universitas Muhammadiyah Tangerang
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DOI: 10.31000/prima.v8i1.9408
The purpose of this study is to describe the motivation and learning outcomes of mathematics using the Teaching Games for Undestanding (TGfU) model with a monopoly on mathematics. The experimental method with the design used in this research is a one-group pretest-posttest research design. In this design it combines pre-test and post-test by conducting tests on subjects before being given treatment and after being given treatment. The results of the hypothesis test show that the value of Sig. (bilateral) is 0.001, meaning that the value of Sig. (bilateral) < less than 0.05, it can be concluded that H0 is rejected and Ha is accepted, namely the learning motivation of the Teaching Games for Understanding (TGfU) model with monopoly mathematics is better than before applying it. the results of the t-test obtained a tcount of 2,773 with a degree of freedom (df) of 32 and a significance value of 5% ttable was 2.01. So it can be concluded that tcount (2.773) > greater than ttable (2.02) which can be interpreted as a Teaching Games for Understanding (TGfU) model with a math monopoly if H0 is rejected and Ha is accepted, which means the model is better than before applying. F count 45.025 thus we can know that the f table is 4.07. Based on the decision above, Fcount (45.025) > greater than Ftable (4.07). So it can be concluded that H0 is rejected and Ha is accepted, which means that the Teaching Games for Understanding (TGfU) model with monopoly media is better than the Problem Based Learning model assisted by image media.
A MODEL PEMBELAJARAN ROLE PLAYING DENGAN GAME DIGITAL TERHADAP SIKAP DAN KEMAMPUAN PEMECAHAN MASALAH MATEMATIKA
Muslikasari, Risky;
Rusnilawati, Rusnilawati
Jurnal Pendidikan (Teori dan Praktik) Vol 8 No 2 (2023): September 2023
Publisher : Fakultas Ilmu Pendidikan Universitas Negeri Surabaya
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DOI: 10.26740/jp.v8n2.p101-110
The purpose of this research is to describe the differences in problem-solving skills and attitudes towards mathematics learning between the use of role-playing learning models with digital games and mathematical learning models. An experimental method was employed in this research with a quasi-experimental design, involving randomly selected control and experimental groups. The results of hypothesis testing indicate that (a) the Sig. (2-tailed) value is 0.000, meaning that the Sig. (2-tailed) value < 0.05, thus it can be concluded that H0 is rejected, and Ha is accepted, implying that students' attitudes towards mathematics learning using the role-playing learning model with digital games are better than before its implementation. (b) The t-test results show a t-value of 2.472 with degrees of freedom (df) of 42 and a significance value of t-table 5% is 2.01. Hence, it can be inferred that the t-value (2.474) > t-table (2.02), which can be interpreted as H0 being rejected and Ha being accepted, indicating that problem-solving skills in mathematics learning with the role-playing learning model with digital games are better than before its implementation. (c) The F-test for problem-solving skills (5.866) > F-table (4.07) and the F-test for attitudes (6.120) > F-table (4.07). Thus, the conclusion is that H0 is rejected, and Ha is accepted, signifying that attitudes and problem-solving skills in mathematics learning after using the role-playing learning model with digital games are better than the cooperative learning model with fraction board media.
Pendekatan STEAM dengan Model Inquiry Learning Berbantuan Liveworksheet untuk Meningkatkan Kemampuan Pemecahan Masalah Matematika Siswa Sekolah Dasar
Audiana, Mia;
Rusnilawati, Rusnilawati
Jurnal Basicedu Vol. 8 No. 2 (2024)
Publisher : Universitas Pahlawan Tuanku Tambusai
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DOI: 10.31004/basicedu.v8i2.7423
Kemampuan berpikir yang menentukan adalah kemampuan untuk mengatasi suatu masalah dan membedah data yang sesuai sehingga siswa dapat mencapai kesimpulan yang jelas. Penelitian ini bertujuan dapat mengetahui sejauh mana kemampuan berpikir kritis matematika peserta kelas IV SD Negeri Trosemi 02 Gatak Sukoharjo telah berkembang dengan menerapkan cara STEAM pada model Inquiry Learning dengan bantuan liveworksheets. Jenis eksplorasi adalah penelitian tindakan kelas (PTK) yang diselesaikan dalam dua siklus dengan empat tahapan yaitu perencanaan, tindakan, observasi, dan refleksi. Metode pemeriksaan informasi menggunakan penjelasan kuantitatif. Penelitian ini melibatkan 18 siswa kelas IV SD Negeri Trosemi 02 Gatak Sukoharjo. Berdasarkan data yang diperoleh dari penelitian ini, tingkat ketuntasan belajar pra siklus siswa hanya sebesar 22,2% dengan nilai rata-rata sebesar 53,7. Kemudian pada pelaksanaan siklus I, ketuntasan belajar meningkat menjadi 72,2% dengan nilai rata-rata sebesar 79. Persentase siswa yang puas terhadap pembelajarannya meningkat menjadi 94,40% pada siklus II dengan nilai rata-rata sebesar 90,33. Oleh karena itu, dapat disimpulkan bahwa siswa kelas IV SD Negeri Trosemi 02 Gatak Sukoharjo dapat meningkatkan kemampuannya dalam menyelesaikan masalah matematika dengan menggunakan pendekatan STEAM yang dipadukan dengan model inquiry learning dan liveworksheets.
Powtoon Interactive Media with a Problem Based Learning Model on Student Learning Outcomes and Interests in Plane figure
Asmaniah, Tansa Giri;
wati, Rusnila
Jurnal Cendekia : Jurnal Pendidikan Matematika Vol 8 No 1 (2024): Jurnal Cendekia: Jurnal Pendidikan Matematika Volume 8 Nomor 1
Publisher : Mathematics Education Study Program
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DOI: 10.31004/cendekia.v8i1.2424
The lack of appropriate use of models, methods, strategies and media applied by teachers is the background of this research. Based on field studies, this happened to fourth-grade students at Mentari Elementary School, which is an elementary school in Kartasura District. There are several learning media whose use is not maximized so that automatic learning will be more teacher-centered. This can result in low student learning outcomes and interest. This study aims to determine the effect of Powtoon interactive media with the Problem Based Learning model on the learning outcomes and interest of fourth grade students in elementary school plane figure material. The method used in this study was a quasi-experimental design with a Control Group Pretest and Posttest Design. The Cluster Random Sampling technique is used as a sampling technique. Data collection techniques in this study through observation, tests, questionnaires and documentation. Data analysis techniques used include normality test, homogeneity, t test and ANOVA test. From the research results it was found that the t-test showed the value of Sig. (2-tailed) <0.05 and the ANOVA test shows a Sig. 0.008 <0.05, it can be concluded that Ho is rejected and Ha is accepted. Therefore, there is an influence of Powtoon interactive media with the Problem Based Learning model on student learning outcomes and interest in plane figure material at Mentari Elementary School.
STEAM-Inquiry Learning Module Assisted by Liveworksheet for Multiplication Material in Elementary School
Ni'mah, Lina Nihayatun;
Rusnilawati, Rusnilawati
Profesi Pendidikan Dasar Vol. 10, No. 3, December 2023
Publisher : Universitas Muhammadiyah Surakarta
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DOI: 10.23917/ppd.v10i3.5478
Mathematics often poses a daunting challenge for elementary school students, affecting their academic performance. Addressing this issue requires creating more engaging and innovative learning approaches. This research and development endeavour aim to assess the validity and practicality of a STEAM-based inquiry learning module assisted by a liveworksheet for multiplication material in third-grade elementary school. The study employed the Research and Development (R&D) method using the ADDIE model. The research involved 11 third-grade students at Tulip Putih Elementary School, and both quantitative descriptive analysis and qualitative description techniques were applied for data analysis. The validation results affirmed the suitability of the developed module, categorizing it as excellent. Trial results further demonstrated the practicality of the developed tool. Based on data analysis, it can be concluded that the STEAM-Inquiry Learning module assisted by a liveworksheet, developed for third-grade elementary school students studying multiplication, is suitable for implementation. The incorporation of technology within teaching modules enables educators to create interactive learning experiences. This can enhance the understanding of the material and subsequently influence the improvement of learning outcomes. The deployment of this instructional module stimulates students to be more engaged and active in class, nurturing critical, creative, confident, and analytical thinking skills
Project-Based Learning (PjBL) Liveworksheets to Enhance Learning Outcomes in Number Operations for Fourth-Grade Elementary Students
Maulida, Azizah Putri;
Rusnilawati, Rusnilawati
Profesi Pendidikan Dasar Vol. 10, No. 3, December 2023
Publisher : Universitas Muhammadiyah Surakarta
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DOI: 10.23917/ppd.v10i3.6308
Teaching integer operations in elementary schools encounters several challenges, notably students' difficulties in applying mathematical concepts to real-life situations. Moreover, the integration of technology in elementary school mathematics worksheets remains limited. This study aimed to evaluate the validity, practicality, and effectiveness of Project-Based Learning (PjBL) Liveworksheets in improving learning outcomes for fourth-grade students in number operations. The participants of this study were 15 fourth-grade students at Mekar Elementary School. The research utilized a Research and Development approach, following the ADDIE model. Evaluations by experts yielded the following scores: media experts rated the worksheets at 81.5 ("Good"), material experts at 85.5 ("Good"), and the practicality assessment scored 83.5 ("Good"). Before the implementation of the PjBL Liveworksheet, students had an average score of 70.6, which increased to 79 post-implementations. The n-gain score of 0.30, classified as "Medium," indicates a moderate improvement in student learning outcomes. These findings demonstrate that the use of PjBL Live Worksheets has a positive impact on student learning outcomes, enhancing their enthusiasm for collaborative project work and their ability to engage with digital worksheets. Integrating such innovative tools into the curriculum could significantly contribute to better educational practices and improved student performance in mathematics