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PENGARUH MEDIA DAKOTA TERHADAP KEMAMPUAN BERPIKIR KRITIS SISWA MATERI KPK DAN FPB MATA PELAJARAN MATEMATIKA KELAS IV SDN 01 GEMUHBLANTEN Ardhia, Winda Putri; Prasetiyawati, Dwi; Baedowi, Sunan
Jurnal Sinektik Vol 2, No 2 (2019): JURNAL SINEKTIK:DESEMBER-2019
Publisher : Elementary School Teacher and Education (PGSD), Faculty of Teacher Training and Education

Show Abstract | Download Original | Original Source | Check in Google Scholar | Full PDF (303.71 KB)

Abstract

The purpose of this study was to determine the effect of dakota media on students' critical thinking skills in KPK and FPB material. This type of research is quantitative with the research design of One-Group Pretest-Posttest Design. The population were all fourth grade students of SDN 01 Gemuhblanten. The sample taken was 19 fourth grade students. The data in this study were obtained through tests, interviews, observations, and documentation. The results of hypothesis testing on students' critical thinking abilities show that tcount 19.851 and ttable 2.086 with a significancy level of 5%. Because tcount> ttable is 19.851> 2.086, then Ha is accepted, that is, dacota media has an effect on students' critical thinking abilities.
Pengembangan Media Pembelajaran Multimedia untuk Meningkatkan Minat Belajar Anak Usia Dini dalam Mengenal Literasi Dasar Aulia, Tasya Nur; Luthfy, Perdana Afif; Prasetiyawati, Dwi
AS-SABIQUN Vol 6 No 3 (2024): MEI
Publisher : Pendidikan Islam Anak Usia Dini STIT Palapa Nusantara

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.36088/assabiqun.v6i3.4668

Abstract

The purpose of this research is to conduct science experiments on floating, sinking and floating objects in liquid to support cognitive abilities in early childhood. By providing opportunities to experience and learn directly can develop a deeper understanding between theory and practice, opening space for creativity and problem solving. This research uses descriptive qualitative method, conducted at SPS Bambim As-Shafa Tasikmalaya. The data collection techniques used were the results of observation and documentation, then the collected data were analyzed by data reduction, data presentation and conclusion drawing. The results of the study showed that children were very enthusiastic and paid direct attention to the changes that occurred in the science experiments carried out. The materials used include tools and materials that are safe and simple and easily recognized by children in their environment. Experiments of floating, sinking and floating objects are science learning that can directly support children's cognitive abilities, triggering children to train their five senses, find and understand events from the symptoms of the objects tested.
Keefektifan Model Pembelajaran Role Playing dengan Media Video Animasi Terhadap Kemampuan Pemecahan Masalah Matematika Baeti, Nuari Nur; Prasetiyawati, Dwi; Priyanto, Wawan
Jurnal PGSD Vol 13 No 1 (2020)
Publisher : UNIB Press

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.33369/pgsd.13.1.58-65

Abstract

The use of role playing learning model can help understanding the concept of students against, math because it involves students in the process learning so that students are not monotonous. In addition, the researchers added innovation in the study to show video animation learning to be more fun, students and ease in understanding material. This study using the experimental methods with the design pre-experimental. After the action in this research, learning outcomes students has increased from pretest to posttest. Based on pretest a raid by researchers, note that the average pretest students only 29,75 or with mastery learning classical 0%, with this 20 students or 100% students have completed. Thus it can be said that the students at the time pretest not maximum. After them doing the pretest, provides treatment students with use the model role playing a video animation as many as 2 meetings. Later in the end of the meeting them doing the posttest and the average value obtaining a 70,8 with mastery learning classical reached 75% or 15 students going and 5 students or 25% students have completed. So it can be said that the results maximum.
Pengembangan Media Animasi Minnie terhadap Kemampuan Membaca Permulaan Anak Usia 4-5 Tahun Annisa*, Fairuz; Munawar, Muniroh; Prasetiyawati, Dwi
JIM: Jurnal Ilmiah Mahasiswa Pendidikan Sejarah Vol 8, No 4 (2023): Agustus, Social Religious, History of low, Social Econmic and Humanities
Publisher : Universitas Syiah Kuala

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.24815/jimps.v8i4.26272

Abstract

Penelitian ini bertujuan menganalisis konten video animasi untuk meningkatkan kemampuan membaca permulaan anak usia dini, merancang konten animasi yang mendukung kemampuan membaca, serta mengimplementasikan dan mengevaluasi penggunaan konten animasi tersebut dalam pengembangan kemampuan membaca anak usia dini. Model ADDIE digunakan dalam penelitian ini untuk mengembangkan media animasi Minnie yang bertujuan meningkatkan kemampuan membaca permulaan anak usia dini. Metode penelitian yang digunakan adalah Research and Development (RD). Berdasarkan hasil penelitian dan pengembangan yang dilakukan, dapat disimpulkan bahwa penelitian ini berhasil mengembangkan Media Animasi Minnie Terhadap Membaca Permulaan Anak Usia 4-5 Tahun menggunakan aplikasi Power Point. Validasi produk oleh ahli media dan ahli materi menunjukkan tingkat kevalidan yang tinggi. Uji coba lapangan di KB-TK Islam Sultan Agung 02 Semarang juga menghasilkan hasil yang sangat baik, dengan presentase instrumen responden dan observasi anak mencapai kategori "Sangat Baik".