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PENERAPAN GERAK KINESTETIK TARI BERBANTUAN CONGKLAK UNTUK MENINGKATKAN KEMAMPUAN MATEMATIS SISWA KELAS I SDN SUKOSEWU Nissa', Khoirun; Oktaviani, Ragil Tri; Wafa, Khoirul
JP3 (Jurnal Pendidikan dan Profesi Pendidik) Vol 11, No 2 (2025): JP3 (Jurnal Pendidikan dan Profesi Pendidik)
Publisher : Universitas PGRI Semarang

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.26877/jp3.v11i2.23930

Abstract

Adanya berbagai permasalahan dalam proses pembelajaran matematika sepertii kurangnya keaktifan siswa dalam proses belajar, kurangnya inovasi media guru dalam mengajar, dan kurangnya kemampuan matematis siswa menjadi latar belakang dalam penelitian ini. Tujuan dari penelitian ini untuk mengetahui hasil dan peningkatan kemampuan matematis siswa dalam penerapan gerak kinestetik tari melalui congklak. Metode yang dipilih adalah penelitian tindak kelas (PTK) dengan tiga siklus. Hasiil penelitian menunjukkan bahwa penerapan gerak kinestetik tari berbantuan media congklak dapat meningkatkan kemampuan matematis siswa, terutama dalam konsep penjumlahan dan pengurangan. peningkatan kemampuan matematis siswa terlihat dari hasil tes yang diilakukan selama penelitian yaitu, dengan presentasi 87.5% siswa yang tuntas di siklus III. Penelitian ini menyimpulkan bahwa, penerapan gerak kinestetik tari dengan media congklak dapat menjadi alternatif metode pembelajaran matematika yang efektif.
PENGEMBANGAN KARTU KUARTET BERBASIS EDUTAINMENT MATERI UNSUR BACAAN MENINGKATKAN MEMBACA INTENSIF SISWA KELAS 3 SDN SUKOREJO 1 Lestari, Riani Puji; Oktaviani, Ragil Tri; Wafa, Khoirul
JP3 (Jurnal Pendidikan dan Profesi Pendidik) Vol 11, No 2 (2025): JP3 (Jurnal Pendidikan dan Profesi Pendidik)
Publisher : Universitas PGRI Semarang

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.26877/jp3.v11i2.23756

Abstract

Tujuan penelitian ini dilakukan untuk mengkaji pengembangan media kartu kuartet berbasis edutainment dalam meningkatkan keterampilan membaca intensif melalui tahap uji kevalidan dan kelayakan media kepada ahli media, ahli materi, ahli bahasa dan respon guru. Metode yang digunakan Research and Development (RD) dengan model ASSURE milik Iskandar yang terdiri dari 6 tahapan, (1) menganalisis karakteristik siswa, (2) menetapkan standar pembelajaran, (3) memilih media, metode, dan materi, (4) menggunakan media, metode, dan materi, (5) mendorong siswa, (6) evaluasi dan revisi. Setelah dilakukan observasi awal didapatkan perlunya tindakan pengembangan media kartu kuartet berbasis edutainment materi unsur teks bacaan dalam menunjang keterampilan membaca intensif pembelajaran Bahasa Indonesia secara optimal. Berdasarkan tindakan hasil penelitian tersebut, diperoleh bahwa peningkatan keterampilan membaca intensif sebanyak 21 siswa setelah menggunakan media kartu kuartet melalui perhitungan rumus n-gain score dari data nilai pre – test dan post – test memperoleh presentase 71% kriteria “Tinggi”. Peneliti, simpulkan peningkatan keterampilan membaca intensif melalui uji kevalidan dan kelayakan media kartu kuartet berbasis edutainment yang telah peneliti lakukan dikatakan lebih baik dari sebelumnya.
The Effect of Cooperative Jigsaw Learning Model Assisted by Maze Chase Game on Students’ Critical Thinking Skills Dewi, Alfina Nur Karisma; Fatih, Mohamad; Oktaviani, Ragil Tri
Jurnal Gentala Pendidikan Dasar Vol. 10 No. 3 (2025): Jurnal Gentala Pendidikan Dasar
Publisher : Department of Primary School Teacher Education, Faculty of Teacher Training and Education, Jambi University

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Abstract

This research is based on the low level of involvement and understanding of the material being taught, especially the material on plant body parts. This research aims to determine the effect and interaction between the Jigsaw cooperative learning model assisted by Maze Chase games on critical thinking skills. The method used is quantitative. The approach used is a pretest-posttest control group design. The test was carried out, showing that the control class significantly increased the critical thinking of students 0.00 < 0.05. Meanwhile, the experimental class was also proven to have provided an increase in thinking skills with significance 0.00 < 0.05. Then, the independent sample t-test shows a significant difference between the two learning models. It can be proven that ANOVA (two-way) obtains significance 0.00 < 0.05. The testing showed that learning with the Cooperative Jigsaw model, assisted by the Maze Chase game, has a posttest value higher than learning with the Cooperative Jigsaw model, even though the learning media are the same, and can improve students' critical thinking capabilities. The application of the jigsaw alone has been able to improve learning outcomes, but by combining Maze Chase, it has a stronger and more consistent influence.
Inovasi E-modul Berdiferensiasi Berbasis PjBL Materi Bentang Alam Untuk Meningkatkan Kolaborasi Siswa Kelas IV SD di Kabupaten Blitar: Inovasi E-modul Haryanti, Alfi; Alfi, Cindya; Oktaviani, Ragil Tri
Jurnal Gentala Pendidikan Dasar Vol. 10 No. 3 (2025): Jurnal Gentala Pendidikan Dasar
Publisher : Department of Primary School Teacher Education, Faculty of Teacher Training and Education, Jambi University

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Abstract

This study aims to create a differentiated E-module based on Project Based Learning (PjBL) on landscape material to improve the collaboration of grade IV elementary school students in Blitar Regency. Research and development are carried out using the ADDIE paradigm which consists of the stages of analysis, design, development, implementation, and evaluation. The ADDIE paradigm, which consists of the phases of analysis, design, development, implementation, and evaluation methodology used in this work. Three experts material, media, and language experts performed product validation, and instructors assessed the viability of the product. According to the validation evaluation, the created e-module received a very valid category from the following aspects: language (82%), media (95%), and material (95%). With a 91% success rate, the teachers' feasibility test likewise produced extremely feasible outcomes. The implementation of e-modules with an N-Gain value of 0.72, students demonstrated significant improvement in collaboration. Therefore, this unique PjBL-based e-module helps students work better together and is suitable for use as a learning resource in landscape learning in elementary schools.
Pengembangan Media Science Crossword Game Berbantuan Canva untuk Meningkatkan Kemampuan Berpikir Kritis dan Kreativitas Siswa Kelas 5 SD Himah, Musabiku Choiriyatul; Oktaviani, Ragil Tri; Amalia, Shofi Nur
Literasi: Jurnal Ilmu Pendidikan Vol. 15 No. 3 (2024)
Publisher : Universitas Alma Ata

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.21927/literasi.2024.15(3).277-286

Abstract

This research aims to develop Science Crossword Game media assisted by Canva to improve the critical thinking and creativity skills of 5th grade students at Zaid Bin Tsabit Creative SDI, Bitar Regency. This research method is research and development Research and Development (R&D). The subject of this research is class 5. The research location is SDI Creative Zaid Bin Thabit, Bitar Regency. Data collection uses observation, interviews, tests, questionnaires, documentation. The data analysis techniques used are the gutmaan scale, Likert scale, and gain score formula. The results of the research show that the development of the Science Crossword Game media assisted by Canva to improve the critical thinking skills and creativity of grade 5 students is as follows: a) The validity and feasibility of the Science Crossword Game media assisted by Canva, the results of material expert validation obtained an overall average of 3.5 with a percentage of 87% is in the "Very Valid" category, while media expert validation gets an overall average of 3.6 with a percentage of 90% in the "Very Valid" category and media feasibility gets an overall average of 3.9 with a percentage of 98% in the "Very Valid" category. Feasible", b) The form of developing science crossword game media on the human digestive system material can improve critical thinking skills obtained from the pre-test and post-test getting an average of 0.72 in the "high" category, c) The form of developing science crossword game media on digestive system material Humans can increase students' creativity from the results of questionnaires before and after using media. The results before using the media were 63% in the "fairly good" category, while after using the media they were 93% in the "very good" category. So the development of Science Crossword Game media with the help of Canva can improve the critical thinking skills and creativity of fifth grade students. Keywords: science crossword game, critical thinking skills, creativity