Articles
Planting Mathematics Concepts for Low Grade Elementary Schools through the Traditional Games
Nuraeni, Zuli;
Rusnilawati
International Journal of Contemporary Studies in Education (IJ-CSE) 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.
Model Blended Learning Berbantuan Video Animasi Meningkatkan Hasil Belajar IPA dan Sikap Kemandirian Siswa
Imelda Nur Aryanti;
Rusnilawati
Jurnal Edutech Undiksha Vol. 10 No. 2 (2022): December
Publisher : Universitas Pendidikan Ganesha
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DOI: 10.23887/jeu.v10i2.53529
Saat proses pembelajaran IPA siswa cenderung bergantung kepada teman dan sedikit siswa yang aktif bertanya dan mengemukakan pendapatnya. Permasalahan ini dapat berimbas pada intelektual dan sikap kemandirian siswa yang kurang baik. Penelitian ini bertujuan untuk menganalisis model Blended Learning berbantuan video animasi terhadap hasil belajar dan sikap kemandirian siswa pada mata pelajaran IPA kelas IV. Jenis pendekatan ini eksperimen semu (Quasi-Experimental Design). Subjek dalam penelitian ini berjumlah 30 siswa. Sampel penelitian diambil dengan teknik Random Sampling. Metode yang digunakan dalam penelitian ini dengan observasi, wawancara, tes, angket dan dokumentasi. Instrumen yang digunakan untuk mengumpulkan data yaitu kuesioner. Teknik yang digunakan untuk menganalisis data yaitu uji-t. Hasil analisis yaitu terdapat perbedaan pada sikap antara kelas kontrol dan kelas eksperimen. Berdasarkan analisis data hasil belajar, terdapat perbedaan hasil belajar sebelum dan sesudah diberikan tindakan pada model dan media. Disimpulkan terdapat pengaruh model Blended Learning berbantuan video animasi dapat meningkatkan hasil belajar IPA dan sikap kemandirian siswa. model Blended Learning berbantuan video animasi dapat meningkatkan hasil belajar IPA dan sikap kemandirian siswa. Model Blended Learning mempunyai kelebihan dapat menimbulkan daya tarik siswa untuk belajar.
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
Model Discovery Learning Menggunakan Media Smart Pop Up Book Terhadap Kemampuan Menulis Siswa Sekolah Dasar
Dhivanny Aulia Rahmawwati;
Rusnilawati
Jurnal Ilmiah Pendidikan dan Pembelajaran Vol. 8 No. 2 (2024): July
Publisher : Universitas Pendidikan Ganesha
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DOI: 10.23887/jipp.v8i2.77930
Saat ini masih banyak siswa yang tidak memiliki keterampilan menulis yang ditandai dengan hasil belajar siswa yang rendah. Hal ini disebabkan karena model pembelajaran dan media pembelajaran yang digunakan kurang tepat sehingga berdampak pada keterampilan menulis siswa. Tujuan penelitian ini yaitu untuk menganalisis pengaruh Model Discovery Learning Menggunakan Media Smart Pop Up Book terhadap kemampuan menulis siswa sekolah dasar. Jenis penelitian ini yaitu penelitian kuantitatif desain penelitian menggunakan model eksperimen. Desain eksperimen yang diterapkan dalam penelitian ini adalah desain quasi eksperimen dengan kelompok kontrol non-ekuivalen. Populasi penelitian ini yaitu berjumlah 41 siswa. Teknik sampling yang diterapkan pada studi ini adalah Purposive Sampling. Metode yang digunakan untuk mengumpulkan data yaitu tes. Instrumen yang digunakan untuk mengumpulkan data yaitu soal tes. Teknik yang digunakan untuk menganalisis data yaitu analisis deskriptif kuantitatif, serta statistik inferensial. Hasil penelitian yaitu terdapat perbedaan yang signifikan dalam keterampilan menulis siswa setelah menggunakan model Discovery Learning berbantuan media Smart Pop Up Book. Perbandingan Pre-test idan iPost-Test kelas eksperimen menunjukkan perbedaan dengan kategori tinggi. Selain itu, perbandingan Post-test eksperimen dan Post-test control terhadap pengaruh model pembelajaran dengan kategori sedang. Disimpulkan penerapan teknologi digital pada media Smart Pop-Up Book yang diintegrasikan dengan Model Discovery Learning berdampak pada antusias siswa dalam kegiatan belajar.
DEVELOPMENT OF FBPSS TEACHING MATERIALS AS SEXUAL VIOLENCE EDUCATIONAL MEDIA FOR ELEMENTARY SCHOOL STUDENTS
Laily Saharani;
R Rusnilawati
Jurnal Cakrawala Pendas Vol. 9 No. 2 (2023)
Publisher : Universitas Majalengka
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DOI: 10.31949/jcp.v9i2.4420
Sexual violence against children is one of the cases that continues every year. This is because public awareness of the importance of education on sexual violence against childrennis still very weak. Not only that, the policies made by the government are still not strong enough to provide a deterrent effect on the perpetrators of crimes. The settlement in this case is very necessary because sexual violence will have an extraordinary impact on victims of violence including depression and death. This study aims to figure out the effectiveness of Personal Safety Skill-based Flipbook media on knowledge and ways to protect themselves from sexual violence in grade 5 students at SDN Tunggulsari II. This study had subjects in the form of 5th grade students at SDN Tunggulsari II which included 10 female students and 8 male students. The type of research method used is Research and Development (R&D) research and development with the ADDIE development model. With this research it is intended that students have knowledge and attitudes about how to protect themselves from sexual violence. so that the number of sexual violence against children does not increase. This is evidenced by the results of the study, namely 57.1 with a percentage of 29% before getting education and an average score of 84.8 with a percentage of 71% after getting Flipbook media education. Kekerasan seksual yang terjadi pada anak merupakan salah satu kasus yang terus mengalami peningkatan setiap tahunnya. Hal ini dikarenakan kesadaran masyarakat terhadap pentingnya edukasi kekerasan seksual terhadap anak masih sangat lemah. Tidak hanya itu saja kebijakan-kebijakan yang dibuat oleh pemerintah masih belum cukup kuat untuk memberikan efek jera pada pelaku tindak kejahatan. Penyelesaian dalam kasus ini sangat diperlukan karena kekerasan seksual akan menimbulkan dampak yang luar biasa pada korban kekerasan diantaranya depresi hingga kematian. Oleh karena itu edukasi kepada anak melalui bahan ajar Flipbook berbasis Personal Safety Skill sangat diperlukan. Penelitian ini mempunyai tujuan untuk mengetahui keefektifan media Flipbook berbasis Personal Safety Skill terhadap pengetahuan dan cara melindungi diri dari kekerasan seksual siswa kelas 5 SDN Tunggulsari II. Penelitian ini mempunyai subyek berupa murid kelas 5 SDN Tunggulsari II yang meliputi 10 siswa perempuan dan 8 siswa laki-laki. Jenis metode penelitian yang digunakan adalah penelitian dan pengembangan Research and Development (R&D) dengan model pengembangan ADDIE. Dengan adanya penelitian ini bertujuan agar siswa memiliki pengetahuan dan sikap tentang bagaimana cara untuk melindungi diri dari kekerasan seksual. sehingga angka kekerasan seksual pada anak tidak mengalami peningkatan. Hal ini dibuktikan dengan hasil penelitian yaitu 57,1 dengan presentase 29% sebelum mendapatkan edukasi dan rata-rata skor 84,8 dengan presentase 71% setelah mendapatkan edukasi media Flipbook.