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STEAM APPROACH USING INQUIRY LEARNING MODEL ASSISTED BY LIVEWORKSHEET TO IMPROVE LITERACY MATHEMATICS FOR FOURTH GRADES ELEMENTARY SCHOOL STUDENTS Yulaikha, Kholisa Nur Putri; Rusnilawati, Rusnilawati
PROGRES PENDIDIKAN Vol. 6 No. 1 (2025): January 2025
Publisher : Program Studi Pendidikan Guru Sekolah Dasar FKIP Universitas Mataram

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.29303/prospek.v6i1.1138

Abstract

Education is a quite important aspect for every individual, especially in elementary school. This is due to carrying out life in the future in a global era that is full of challenges. So there needs to be awareness from everyone regarding the existence developments, thus learning patterns that are oriented towards technology-based learning needed. The aim of this research was to analyze the role of the STEAM (Science, Technology, and Mathematics) model in learning activities in elementary schools so that students can have critical thinking skills and encourage improving mathematical literacy skills IV at SD Negeri Trosemi 02 Gatak, Sukoharjo in cycle II. The research methods used to collect data are in the form of observation, and documentation. From the research carried out, it was found that: By implementing the STEAM approach with the Inquiry Learning model assisted by Liveworksheets, it can improve mathematical literacy and learning outcomes in Fourth grades students. Average percentage of students ' classical learning increased from cycle I by 83.33% to 94.4% in cycle II.
Model Challenge Based Learning berbasis Kahoot: Strategi Meningkatkan Kemampuan Berpikir Kritis Siswa pada Mata Pelajaran IPA Kelas IV Sekolah Dasar Kusumaningtyas, Nanda Hamidah; Rusnilawati, Rusnilawati
PAKAR Pendidikan Vol 23 No 1 (2025): Published in January 2025
Publisher : Universitas Negeri Padang

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.24036/pakar.v23i1.758

Abstract

This research aims to assess the degree to which the paradigm of challenge-based learning in conjunction with interactive media, such as Kahoot, influences students' critical thinking skills. Students in the fourth grade at Kradenan State Elementary School who utilize Kahoot interactive media to develop their critical thinking abilities make up the study's population. This research used a quasi-experimental technique using non-equivalent control groups and a quantitative approach. A study sample consisted of two classes, namely class IV of Kradenan State Elementary School, which served as an experimental class with n = 17. As an experimental class, Kradenan State Elementary School had 17 students using the Challenge Learning approach with the use of Kahoot interactive media. In comparison, the control group also had 17 students using Cooperative Learning. A description question that incorporates elements of critical thinking via validity and reliability testing serves as the research tool, via the findings of validity and reliability tests. The findings of the investigation demonstrated that the two classes' critical thinking abilities differed significantly in a good way. Using Kahoot interactive media, the challenge model-based learning model is used. It has a significant impact on pupils' critical thinking abilities. Students' critical thinking abilities. The N-Gain test analysis findings, which revealed 69% (from 56-75%), demonstrate this. The study's findings demonstrate how well the Challenge Learning approach, combined with Kahoot media, enhances foundational education by fostering teamwork, learning dynamics, and students' capacity for critical thinking
Steam inquiry learning model with cartoon film media on indonesian language learning outcomes for fifth-grade students Taufiqurrohmah, Taufiqurrohmah; Rusnilawati, Rusnilawati; Jojo, Zingiswa Mybert Monica
Jurnal Ilmiah Pendidikan Dasar Vol 12, No 1 (2025): Jurnal Ilmiah Pendidikan Dasar
Publisher : Prodi PGSD FKIP Universitas Islam Sultan Agung

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.30659/pendas.12.1.1-19

Abstract

This study assessed the effectiveness of incorporating the STEAM-Inquiry Learning model, supplemented with cartoon film media, on the learning outcomes of fifth-grade students in the Indonesian Language class. The lack of innovative learning media has resulted in low student engagement in Indonesian language lessons. This research employed a quantitative approach with a quasi-experimental design. The STEAM-Inquiry Learning model was implemented over three learning periods, utilizing cartoon film media to enhance student engagement and academic performance. Two groups of students were compared: an experimental group (N=14) receiving the STEAM-Inquiry Learning model with cartoon film media, and a control group (N=18) utilizing the contextual learning model. Data were collected through validated learning outcome tests and reliable instruments. Data analysis revealed significant differences in learning outcomes between the two groups. Students exposed to the STEAM-Inquiry Learning model with cartoon film media demonstrated significantly improved Indonesian Language learning outcomes. These findings highlight the importance of integrating innovative learning models to enhance the effectiveness of Indonesian language education, particularly in improving students’ literacy skills.
IMPLEMENTASI MODEL THINK TALK WRITE BERBASIS MULTIMEDIAUNTUK MENINGKATKAN KUALITAS PEMBELAJARAN IPS KELAS VSEKOLAH DASAR Rusnilawati Rusnilawati; Irfan Fajrul Falah
Jurnal Lensa Pendas Vol 1 No 1 (2016): September 2016
Publisher : Universitas Muhammadiyah Kuningan

Show Abstract | Download Original | Original Source | Check in Google Scholar

Abstract

Mata pelajaran IPS di Sekolah Dasar merupakan pelajaran yang mengkaji seperangkat peristiwa, fakta, konsep, dan generalisasi yang berkaitan dengan isu sosial.Tujuan penelitian ini yaitu untuk mendeskripsikan peningkatan keterampilan mengajar guru, aktivitas belajar, serta hasil belajar siswa kelas VA SD Islam Al-Madina Kota Semarang melalui penerapan model Think Talk Write berbasis multimedia.Penelitian ini menggunakan rancangan penelitian tindakan kelas yang terdiri atas tiga siklus. Setiap siklus terdapat empat tahapan yang dilalui yaitu perencanaan, pelaksanakan, pengamantan dan refleksi.Teknik pengumpulan data menggunakan teknik tes dan non tes. Analisis data menggunakan analisis deskriptif kuantitatif dan analisis deskripstif kualitatif.Hasil penelitian menunjukkan: (1) Keterampilan guru siklus I mendapatkan skor 27 kategori baik, pada siklus II skor 30 kategori sangat baik, dan siklus III meningkat dengan skor 34 kategori sangat baik. (2) Aktivitas siswa siklus I mendapatkan skor 21.14 kategori baik, pada siklus II skor 23.20 kategori baik, dan siklus III meningkat dengan skor 27.30 kategori sangat baik. (3) Ketuntasan belajar klasikal siswa siklus I 76% meningkat pada siklus II menjadi 83,33%, dan meningkat pada siklus III menjadi 90%. Kesimpulan penelitian ini adalah penerapan model Think Talk Write berbasis multimedia dapat meningkatkan kualitas pembelajaran IPS meliputi keterampilan guru, aktivitas siswa dan hasil belajar siswa.
Augmented Reality-based Discovery Learning: an Effective Strategy to Improve Critical Thinking in Sciences for Grade IV Wahyu Utami, Annisa Nurrahma; Rusnilawati, Rusnilawati
Lectura : Jurnal Pendidikan Vol. 16 No. 1 (2025): Lectura: Jurnal Pendidikan
Publisher : Fakultas Keguruan dan Ilmu Pendidikan (FKIP), Universitas Lancang Kuning

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.31849/lectura.v16i1.25775

Abstract

This study examines the effectiveness of the Discovery Learning model supported by Augmented Reality (AR) media in enhancing critical thinking skills among Grade IV students at SDN 02 Kuto on the topic of plants as a source of life. It also explores how this method compares to the Problem-Based Learning model using PowerPoint media. The research aimed to determine whether Discovery Learning with AR can improve students’ critical thinking skills and engagement. The study also seeks to identify differences in critical thinking outcomes between the experimental and control groups. A quantitative approach was applied with a quasi-experimental design. The study involved 40 students, divided into an experimental group (20 students) using Discovery Learning with AR and a control group (20 students) using Problem-Based Learning with PowerPoint. Data collection utilized validated and reliable multiple-choice and essay tests, analyzed through N-Gain and independent t-tests. The findings showed a significant improvement in critical thinking skills in the experimental group compared to the control group. The N-Gain analysis indicated 66% effectiveness in the experimental group, categorized as moderately effective. The independent t-test revealed a significant difference in critical thinking aspects between the two groups. This study concludes that the Discovery Learning model supported by AR media effectively fosters critical thinking skills and engagement in learning. By integrating innovative teaching strategies with digital technologies, this approach addresses the challenges of 21st-century education and creates an interactive and enjoyable learning environment.
The Effect of Realistic Mathematics Education Approach Assisted by Interactive Multimedia Articulate Storyline on Reasoning Ability and Self Confidence Ariffah, Eko Yunia Nur; Rusnilawati
Jurnal Ilmiah Pendidikan dan Pembelajaran Vol. 7 No. 1 (2023): Maret 2023
Publisher : Universitas Pendidikan Ganesha

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.23887/jipp.v7i1.58200

Abstract

Monotonous, less fun mathematics learning activities make students easily bored and not interested in participating in learning. Such learning does not train students’ reasoning abilities. This study aims to analyse whether the application of the Realistic Mathematics Education approach assisted by interactive multimedia articulate storylines can overcome the lack of reasoning skills and self-confidence. This type of research is quantitative. The design of this research is quasi-experimental design. This study used data collection techniques including observation, tests, questionnaires, and documentation. The data analysis technique used is the normality test, homogeneity test, t-test, and ANOVA test. The results of this study indicate that there is a significant effect of using the Realistic Mathematics Education approach assisted with interactive multimedia articulate storylines on reasoning abilities and self-confidence.
Kumon’s Learning Model with the Assistance of Multiplication Table in Observed from Achievement and Discipline Attitude In Mathematics Learning Indriastuti, Agni Nur Indriastuti; Rusnilawati
International Journal of Elementary Education Vol 6 No 4 (2022): Nopember
Publisher : Universitas Pendidikan Ganesha

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.23887/ijee.v6i4.54010

Abstract

Mathematics is a subject that should be given to all students to equip them with logical, analytical, systematic, critical and creative thinking skills, and collaboration skills. However, determining effective learning models and media to improve student achievement and discipline is very difficult. One of the solutions for determining interactive media is a multiplication table with the Kumon model. The purpose of this study was to analyze the multiplication table-assisted Kumon learning model on achievement and discipline in mathematics learning. The research method in this research is an experimental design by comparing the experimental and control classes. This study used data collection techniques which included experimenting, observing, and documenting. The analysis used in this study consisted of standardized tests (normality), homogeneity checks, and hypothesis testing. The results of the study showed that there was an increase in the achievement and discipline of third-grade elementary school students before and after using the Kumon learning model with media multiplication tables so that it could be assessed that the learning model was effective, in terms of student achievement and discipline.
AR-ASSISTED READ, ANSWER, DISCUSS, EXPLAIN, CREATE (RADEC) LEARNING MODEL TO ENCOURAGE STUDENT’S CRITICAL THINKING SKILL Maisarah, Siti; Rusnilawati, Rusnilawati
Paedagoria : Jurnal Kajian, Penelitian dan Pengembangan Kependidikan Vol 16, No 2 (2025): April
Publisher : Universitas Muhammadiyah Mataram

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.31764/paedagoria.v16i2.29680

Abstract

Abstrak: Perkembangan teknologi dalam pendidikan mendorong inovasi model pembelajaran untuk mengembangkan kemampuan berpikir kritis siswa sekolah dasar. Penelitian ini bertujuan mendeskripsikan pengaruh model pembelajaran RADEC yang dikombinasikan dengan media Augmented (AR) terhadap kemampuan berpikir kritis pada siswa kelas V SD dalam mata pelajaran matematika bangun ruang kubus dan balok. Penelitian kuantitatif dengan desain kuasi eksperimen melibatkan kelompok eksperimen (N=17) dan kontrol (N=15) di SDN II dan III Teratai. Data dikumpulkan melalui pre-test dan post-test dengan soal uraian berpikir kritis. Teknik analisis data menggunakan uji non parametrik karena data tidak sepenuhnya normal dan homogen. Temuan dalam penelitian ini mengindikasikan potensi model RADEC berbantuan AR dalam mendorong kemampuan berpikir kritis siswa sekolah dasar. Hasil uji Wilcoxon mengungkapkan terdapat perbedaan signifikan kemampuan berpikir kritis sebelum dan sesudah implementasi model RADEC berbantuan AR (Asymp sig. 0.001 < 0.005). Terjadi peningkatan kemampuan berpikir kritis sebesar 70% dengan rata-rata skor post-test 84, lebih tinggi dibandingkan model PBL (rata- rata skor post-test 69). Model RADEC berbantuan AR menjadi representasi evolusi pendekatan pedagogis yang mendorong siswa berpikir kritis dan berinteraksi dengan objek virtual secara interaktif.Abstract:  The development of technology in education encourages innovation in learning models to develop critical thinking skills in elementary school students. This study aims to describe the effect of the RADEC learning model combined with Augmented media (AR) on critical thinking skills in grade V elementary school students in the mathematics subject of cube also beam spaces. Quantitative study with a quasi-experimental design involved experimental (N=17) also control (N=15) groups at SDN II also III Teratai. Data were collected through pre-tests also post-tests with critical thinking questions. Data analysis techniques used non-parametric tests because the data were not completely normal also homogeneous. The findings in this study indicate the potential of the AR-assisted RADEC model in encouraging elementary school students' critical thinking skills. Wilcoxon test results revealed there was a significant difference in critical thinking skills before also after the implementation of the AR-assisted RADEC model (Asymp sig. 0.001<0.005). There was an increase in critical thinking skills by 70% with an average post-test score of 84, higher than the PBL model (average post-test score of 69). The AR-assisted RADEC model represents the evolution of pedagogical approaches that encourage students to think critically also interact with virtual objects interactively.
Developing STEAM-Teaching Module in Supporting Students' Literacy Ability in Elementary School Susanto, Edi; Susanta, Agus; Rusnilawati; Binti Ali, Siti Rahaimah
Mathematics Education Journal Vol. 18 No. 3 (2024): Jurnal Pendidikan Matematika
Publisher : Universitas Sriwijaya in collaboration with Indonesian Mathematical Society (IndoMS)

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.22342/jpm.v18i3.pp349-366

Abstract

Indonesia's efforts to achieve international education standards and address shortcomings in educational attainment are evident in implementing the Merdeka curriculum. However, a major challenge remains limited learning resources that hinder the curriculum's goals. This research addresses this gap by developing a valid, practical, and potentially impactful STEAM (Science, Technology, Engineering, Art, and Math)-based teaching module designed to enhance elementary school students' literacy skills. The research employs a development research methodology with four stages: definition, design, development, and dissemination. The target population consisted of students from state elementary schools in Bengkulu, Indonesia. Data collection utilized a combination of observation, questionnaires, and literacy tests. Qualitative descriptive statistics were employed for data analysis. The findings demonstrate that the developed STEAM module meets the criteria for validity and high practicality. Additionally, the module exhibits the potential for positively impacting students' literacy abilities. The implication of this research is that the STEAM module, through its engaging activities, can increase student motivation in learning, ultimately leading to improved literacy skills.
PROBLEM BASED LEARNING THROUGH CANVA INTERACTIVE VIDEO: IMPROVING LEARNING OUTCOMES PROBLEM SOLVING IN MATHEMATICS ELEMENTARY SCHOOL TIME MEASUREMENT MATERIALS Meysa Dewi Adellia Putri; Rusnilawati Rusnilawati
Jurnal Cakrawala Pendas Vol. 11 No. 2 (2025)
Publisher : Universitas Majalengka

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.31949/jcp.v11i2.13002

Abstract

Technological developments encourage innovation in learning models to improve student learning outcomes. The use of technology facilitates the delivery of material and creates a more interesting learning experience. This study aims to examine the application of the Problem Based Learning model combined with Canva interactive video on the learning outcomes of second grade students of Gemarang Elementary School on the subject of measuring mathematical time. This study uses a quantitative approach with a quasi-experimental design, using a pre-test and post-test. The sample of this study consisted of two classes, namely the experimental class at SDN Gemarang (N=23) using the Problem Based Learning model accompanied by Canva interactive videos and the control class at SDN Ngale (N=23) using a contextual model with concrete media. Data analysis techniques included independent t-test, dependent t-test, and N-gain test. The results of the study showed that the use of the Problem Based Learning model with Canva interactive videos effectively improved student learning outcomes. This was proven by the N-gain of the experimental class of 60.37 (medium category), higher than the control class which was only 30.57 (low category). Canva interactive videos support the early stages of Problem Based Learning by presenting problems in an interesting way and helping students develop problem-solving strategies.
Co-Authors Adhi Nugroho, Sulistyono Agustin Anggriani Aguvia, Rifani Dwi Ahmad Saiful Mirza Alfian Yulianto Ali, Siti Rahaimah Ali, Siti Rahaimah Binti Amalia, Renata Rizky Angelina Sepfi Yolansari Anggriani, Agustin Ardila, Dinda Arief Cahyo Utomo Arif Kamaluddin Ariffah, Eko Yunia Nur Arifin, Achmad Januar Arya Aqshal Prasetya Asmaniah, Tansa Giri Audiana, Mia Avivah Dwi Indarini Bambang Harmanto, Bambang Belinda Dewi Regina Binti Ali, Siti Rahaimah Chamzi Rahmad Choirunnisa, Mila Datuk Dwi Saputro Dedi Gunawan Desi Ambar Sari Desi Ambar Sari Devi Afriyantari Puspa Putri Devi Guswindrayani Dhivanny Aulia Rahmawwati Diah Priyawati Dina laili oktaviana Dwi Anggita Nuranafi Edi Susanto Eka Setyaning Marsudi Utami Elmira Tita Ulima Elok Puspita Sekarsari Endang Triwahyuni Eva Gustiana Farida Amalia Shofiaty Farizky Rahman Fatah Yasin Al Irsyadi Fatimah, Anissa Khusnul Fatiya Nuzuli Mufti Fiki Nur Rahmawati Hanapi, Mazarul Hasan Mohamad Hazima, Atika Azzahro Hening, Putri Pramesti Heny Tri Muthmainnah Honest Ummi Kaltsum I Istiqomah Ida Nur Hasanah Ihsan Cahyo Utomo Ihwan, Ahmad Zainal Imam Mujahid Imelda Nur Aryanti Indriastuti, Agni Nur Indriastuti Irfan Fajrul Falah Istika, Dinda Dessy Bela Istiqomah, I Jojo, Zingiswa Mybert Monica Koswara, Ajeng Fatimah Putri Kuncahyono Kuncahyono Kurniasih, Reni Kusuma, Rizki Rahma Kusumaningtyas, Nanda Hamidah Laily Saharani Maisarah, Siti Mardiana, Sela Maulida, Azizah Putri Meilani Wulandari Meysa Dewi Adellia Putri Mila Choirunnisa Minsih Mirza, Ahmad Saiful Mufti, Fatiya Nuzuli Muhamad Taufik Hidayat Muslikah Muslikah Muslikasari, Risky Muthmainnah, Heny Tri Nabil Aulia Prakoso Nailina Najuba Naufal Nafi'ardina Ni'mah, Lina Nihayatun Niken Ayu Mutiasari Nisa’, Rosyidatun Nisriina Amiirah Faatin Nofita, Ersi Nugroho, Suryanto Oktaviarta Nafiatul Ariffah Pamungkas, Romario Seger Aji Pratiwi, Sabilla Putra Putri, Rachmania Senjawani Raeza Pradeka Rahmawati Rahmawati, Ratih Oktavia Rahmawati, Syavira Salsabila Raisia, Alifah Reni Kurniasih Rini Laksana Trisnowati Risky Muslikasari Ronalia, Ronalia Safitri, Asri Dwi Safitri, Sylviana Ika Saputri, Yunisa Eka Sari, Destia Anjelina Sari, Riska Monicca Silviani, Novia Nanda Sujalwo Sujalwo, Sujalwo Sulistiyawati, Erani Susanta, Agus Suwandayani, Beti Istanti Tadzkiroh, Ummi Taufiqurrohmah, Taufiqurrohmah Ulima, Elmira Tita Umi Fadlilah, Umi Uslan Vera Tristiana Wahyu Utami, Annisa Nurrahma Wahyuni, Nur Ardiyanti Yulaikha, Kholisa Nur Putri Yulia Maftuhah Hidayati Yuliandini, Dwi Zuli Nuraeni