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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.
A MODEL PEMBELAJARAN ROLE PLAYING DENGAN GAME DIGITAL TERHADAP SIKAP DAN KEMAMPUAN PEMECAHAN MASALAH MATEMATIKA
Risky Muslikasari;
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.
PENERAPAN MODEL INQUIRY LEARNING BERBANTUAN MEDIA INTERAKTIF CANVA UNTUK MENINGKATKAN HASIL BELAJAR SISWA
Eka Setyaning Marsudi Utami;
Rusnilawati Rusnilawati;
Rini Laksana Trisnowati
Didaktik : Jurnal Ilmiah PGSD STKIP Subang Vol. 10 No. 3 (2024): Volume 10 No. 3 September 2024
Publisher : STKIP Subang
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DOI: 10.36989/didaktik.v10i3.3551
The purpose of this research is to enhance student learning outcomes in mathematics education for first-grade elementary school students. This study employs classroom action research (CAR). Data collection methods involve evaluating student learning outcomes through tests. Descriptive analysis is used to analyze the acquired data. The research findings conclude that learning outcomes have improved. In the pre-cycle, the average class score was 62. Meanwhile, in Cycle I, the average class score increased to 78, and in Cycle II, it further improved to an average of 86. Thus, it can be inferred that the implementation of the Inquiry Learning model, assisted by interactive media Canva, enhances student learning outcomes in mathematics during the teaching and learning process at SDN Bratan 2.
Group Investigation Assisted by Media Flip Chart can Improve Science Learning Outcomes and Cooperative Attitudes
Nofita, Ersi;
Rusnilawati
Jurnal Penelitian dan Pengembangan Pendidikan Vol. 6 No. 3 (2022): Oktober
Publisher : LPPM Undiksha
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DOI: 10.23887/jppp.v6i3.51492
Using innovative models and media in the learning process will affect the learning outcomes of elementary school students. This study aims to analyze the use of the group investigation learning model with the help of flipchart media on learning outcomes and cooperative attitudes in fourth-grade elementary school science material. The design of this study was a quasi-experimental design with a non-equivalent control group design. The subject of this research is class IV which consists of 42 students. Samples were taken by random sampling technique. The data in this study were obtained through observation, interviews, documentation, and tests. The data obtained were analyzed using the t-test. Based on the analysis of the questionnaire data, it was found that Sig 0.033 was less than 0.05. Ho was rejected, meaning there was a significant difference in attitude between the control and experimental groups. Based on the learning outcomes test data analysis, Sig 0.00 is less than 0.05. Ho is rejected, which means there are differences in learning outcomes before and after being given the media and model treatment. So, there is an influence of the group investigation model assisted by flipchart media on improving elementary school students' learning outcomes and cooperative attitudes. This research implies that teachers are expected to be able to create a comfortable atmosphere so that students' understanding of experiences will be more honed.
Exploring Students' Responses: The Feasibility of Pizza Slice Math Learning Media
Hidayati, Yulia Maftuhah;
Safitri, Sylviana Ika;
Arifin, Achmad Januar;
Rahmawati, Syavira Salsabila;
Rusnilawati
Jurnal Pedagogi dan Pembelajaran Vol. 7 No. 3 (2024): October
Publisher : Universitas Pendidikan Ganesha
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DOI: 10.23887/jp2.v7i3.81952
Weaknesses in the learning process are one of the problems that arise in the field of education, especially in mathematics learning. Mathematics learning activities are still dominated by memorization and listening activities. The aim of this study is to identify students' responses to the development of the Android-based learning media, Pizza Slice Math, for teaching fractions in elementary schools. This study uses a qualitative approach to systematically and in detail describe students' responses to the development of the Pizza Slice Math learning media for fractions. Data in this study were collected using a questionnaire technique. The questionnaire used in this study consists of questions aimed at measuring students' responses to the developed learning media. Testing was conducted by administering the learning application to students as respondents. The respondents were 15 second-grade students. The results of testing the Android-based learning application Pizza Slice Math on second-grade students showed a significant improvement in the aspects of content quality and objectives, learning quality, and technical quality after revisions were made. Overall, the application experienced an increase in student ratings, indicating that the application is effective and beneficial in the learning process. This application is recommended for use in learning because it has accurate and complete content quality, provides good learning opportunities, and is easy to use. This indicates that students' responses are very interested in the Pizza Slice Math media. Thus, the Pizza Slice Math application is suitable for use as interactive learning media.
Problem-Based Learning Model Using Oodlu Digital Media On Learning Outcomes
Sulistiyawati, Erani;
Rusnilawati, Rusnilawati
Jurnal Pendidikan dan Pengajaran Guru Sekolah Dasar (JPPGuseda) Vol 7, No 3 (2024): Jurnal Pendidikan dan Pengajaran Guru Sekolah Dasar (JPPGuseda)
Publisher : Universitas Pakuan
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DOI: 10.55215/jppguseda.v7i3.10417
This study aims to evaluate the effectiveness of using problem-based learning with Oodlu tools in enhancing the learning of IV students in natural sciences (science and general studies). A quantitative and qualitative approach is used in this research. A learning-based model is used in three learning sessions using Oodlu media to enhance student engagement and enhance learning. A comparative study was conducted with students from the study group (N=15) who received the Oodlu media-based problem-based learning model and the control group (N=15) who received the corresponding learning model. Data analysis showed significant differences in learning outcomes between the two groups. Significant improvements in learning outcomes were demonstrated for science students participating in the problem-based learning model and Audlemedia. The integration ofProblem-Based Learning with Oodlu media has been proven to be effective in improving the intermediate learning outcomes (N-gain test). This confirms This means that the implementation of problem-based learning has a significant impact on the quality of learning of school children.