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Pengaruh Model Problem Based Learning (PBL) Berbantuan Media Interaktif Berbasis Wordwall Terhadap Kemampuan Berpikir Kritis dan Pemahaman Pelajaran Matematika Siswa Kelas IV SD Eka Putri, Linda; Agusdianita, Neza; Juarsa, Osa
Jurnal Kajian Pendidikan Dasar Vol. 5 No. 1 (2026): Maret
Publisher : UNIB Press

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.33369/kapedas.v5i1.48690

Abstract

This study examines the effect of Problem-Based Learning (PBL) model assisted by Wordwall-based interactive media on critical thinking skills and mathematical conceptual understanding of fourth-grade elementary school students. A quasi-experimental design with posttest-only control group involving 40 students at SD Negeri 112 Rejang Lebong was employed. The experimental class received PBL instruction with Wordwall integration, while the control class received conventional instruction. Data were collected through validated multiple-choice tests measuring critical thinking (10 items) and conceptual understanding (6 items), analyzed using Independent Sample T-Test and N-Gain. Results demonstrate significant effects on both variables: critical thinking (sig. 0.000 < 0.05, N-Gain 63% vs. 30%) and conceptual understanding (sig. 0.003 < 0.05, N-Gain 53% vs. -12%). The study reveals a strong reciprocal relationship between critical thinking and conceptual understanding, where both develop simultaneously through PBL's pedagogical structure. Wordwall functions as a catalyst synchronizing and amplifying the interaction between variables through immediate feedback and multiple representations. The model proves effective in transforming surface learning into deep conceptual understanding while developing 21st-century skills. This finding contributes to developing effective, contextual mathematics learning models aligned with Merdeka Curriculum demands and 21st-century learning requirements in elementary education.
Pengembangan Media Diorama Augmented Reality Materi Alat Indra dengan Model Discovery Learning untuk Meningkatkan Kemampuan Kognitif Siswa Kelas IV Sekolah Dasar Natalia, Wiwin; Widi Winarni, Endang; Juarsa, Osa
Jurnal Kajian Pendidikan Dasar Vol. 5 No. 1 (2026): Maret
Publisher : UNIB Press

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.33369/kapedas.v5i1.48692

Abstract

This study aims to develop discovery learning-based augmented reality diorama media to improve students' cognitive abilities. The study was conducted at SDN 57 Bengkulu City in grade IV. This study is a development research (Research and Development) with the model The research model in development is the ADDIE model. The object of the study is discovery learning-based augmented reality diorama media to improve students' cognitive abilities. The instruments used were a feasibility test questionnaire and student response questionnaire and teacher interview guidelines. The feasibility test was carried out by 6 validators, namely 2 material experts, 2 language experts and 2 graphic experts. The user response test was carried out on 25 fourth-grade students and 1 class teacher in the trial class. The results of the teaching media feasibility test by the validator were reviewed from the material, language, and graphic aspects, the material feasibility was obtained 70.8% (feasible criteria), the language feasibility results 75% (feasible criteria) and the graphic feasibility results 79.1% (feasible criteria). The results of the field test of the teaching media, conducted by conducting pre- and post-tests, showed an average pre-test score of 53.2, increasing to 82 in the post-test. Meanwhile, the gain test showed a result of 0.61, which is categorized as moderate. In other words, the teaching media used provides benefits and is effective for use as a learning medium in improving students' cognitive abilities.
Pelatihan Analisis Instrumen Penilaian dengan Menggunakan Fitur Quiziz Bagi Guru SDN 103 Padang Pelawi Kabupaten Seluma Juarsa, Osa; Sugihartono, Tono; Agusdianita, Neza; Afriwilda, Mayang T
DEDIKASI: Community Service Reports Vol 7, No 2 (2025): DEDIKASI: Community Service Report - July
Publisher : FKIP Universitas Sebelas Maret

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.20961/dedikasi.v7i2.98056

Abstract

Berdasarkan  hasil  observasi  dan  wawancara  di  SDN  103 Seluma diperoleh informasi bahwa: (1) pengetahuan guru tentang Pembuatan instrument penilaian pembelajaran;    (2)  masih kurangnya pengetahuan guru-guru dalam menyusun penilaian pembelajaran memanfaatkan aplikasi yang dapat digunakan ketika pelaksanaan pembelajaran digital; (3) masih ada guru belum terampil memanfaatnya pembelajaran digital  dan (4) Hasil belajar kognitif  siswa masih rendah. Tujuan dari kegiatan PKM ini adalah untuk menambah  pemahaman  dalam membuat   instrument penilaian dan meningkatkan   keterampilan guru   dalam membuat Instrumen Penilaian dengan Menggunakan Fitur Quiziz. Metode yang akan digunakan dalam kegiatan pengabdian pada masyarakat yakni observasioal dan modeling  yang mencakup empat fase, yaitu: (1) Fase perhatian (attentional phase) ; (2) Fase retensi (retention phase),; (3) Fase reproduksi (reproduction phase); dan (4) Fase motivasi (motivation phase). Teknik pengumpulan data yang digunakan dalam kegiatan ini meliputi observasi, dokumentasi, dan penyebaran angket/kuesioner. Hasil dari PKM ini  terjadi peningkatan dari segi aspek (1) pemahaman guru  tentang  instrument penilaian dengan  nilai  rata-rata  pretest  sebesar  80.25  menjadi  93.40  pada posttest, (2)  pemahaman  guru  tentang  Instrumen Penilaian dengan Menggunakan Fitur Quiziz dengan  rata-rata  nilai pretest sebesar  70.45  pada pretest menjadi  92.25 dan (3) keterampilan   dalam   pembuatan   Instrumen Penilaian dengan Menggunakan Fitur Quiziz dengan  nilai  rata-rata pretest sebesar  70.00 menjadi 90.25 pada posttest. Simpulan dari kegiatan ini adalah pelatihan pembuatan instrument penilaian menggunakan Quizizz dapat meningkatkan pemahaman dan keterampilan pembuatan instrument penilaian menggunakan Quizizz