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Perbandingan Model STAD Dan LOK-R Dalam Meningkatkan Hasil Belajar Matematika Materi Pecahan Kelas V Maemunah, Siti; Sari, Elok Fariha
JIKAP PGSD: Jurnal Ilmiah Ilmu Kependidikan Vol 9, No 3 (2025): September
Publisher : Universitas Negeri Makassar

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.26858/jkp.v9i3.74394

Abstract

Penelitian ini bertujuan untuk membandingkan efektivitas model pembelajaran STAD (Student Teams Achievement Division) dan LOK-R (Latihan Otak Kanan-Reguler) dalam meningkatkan hasil belajar matematika pada materi pecahan. Metode yang digunakan adalah eksperimen semu (quasi-experiment) dengan desain nonequivalent control group design. Kelas eksperimen menggunakan model LOK-R, sedangkan kelas kontrol menggunakan model STAD. Data diperoleh melalui tes pretest dan posttest, kemudian dianalisis menggunakan uji normalitas, homogenitas, independent samples t-test, dan perhitungan N-Gain. Hasil penelitian menunjukkan bahwa kedua model pembelajaran efektif dalam meningkatkan hasil belajar matematika. Namun, model LOK-R memberikan peningkatan yang lebih tinggi secara signifikan, dengan rata-rata N-Gain sebesar 71,67% (kategori tinggi), dibandingkan STAD yang memperoleh 65,41% (kategori sedang-tinggi). Selain itu, pembelajaran dengan model LOK-R mendorong keterlibatan emosional, kreativitas, dan motivasi belajar siswa secara lebih optimal. Temuan ini merekomendasikan model LOK-R sebagai alternatif inovatif dalam pembelajaran matematika, terutama pada materi yang bersifat abstrak seperti pecahan.
KEEFEKTIFAN MODEL PROBLEM BASED LEARNING BERBANTUAN MEDIA BERBASIS SWAY UNTUK MENINGKATKAN HASIL BELAJAR SISWA Wardani, Gilang Prasetya Kusumawati; Sari, Elok Fariha
Joyful Learning Journal Vol. 14 No. 3 (2025): Joyful Learning Journal: September 2025
Publisher : Universitas Negeri Semarang

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.15294/jlj.v14i3.26242

Abstract

Abstrak Tujuan penelitian ini adalah untuk mengetahui keefektifan model pembelajaran problem based learning berbantuan media berbasis sway untuk meningkatkan hasil belajar kognitif siswa. Penelitian ini merupakan penelitian eksperimen dengan desain quasi eksperimen dengan sampel yang terdiri dari dua kelas yaitu kelas eksperimen dan kelas kontrol. Kelas eksperimen merupakan siswa kelas IV SD N Bakurejo dan kelas kontrol merupakan siswa kelas IV SD N Sumberagung. Hasil uji independent sampel t test nilai sig.(2-tailed) nilai signifikansi sebesar 0,003 ˂ 0.05 yang berarti terdapat perbedaan hasil belajar siswa pada kelas eksperimen dan kelas kontrol. Nilai N-gain pada kelas eksperimen lebih besar dibandingkan kelas kontrol. Hasil penelitian menunjukan bahwa model pembelajaran problem based learning berbantuan media berbasis sway efektif meningkatkan hasil belajar siswa. Abstract This study aims of this research is to determine the effectiveness of the problem-based learning model assisted by sway-based media to improve students' cognitive learning outcomes. This research is experimental research with a quasi-experimental design with a sample consisting of two classes, namely the experimental class and the control class. The experimental class was class IV students at SD N Bakurejo, and the control class was class IV students at SD N Sumberagung. The results of the independent sample t test sig. (2-tailed) significance value of 0.003 ˂ 0.05 which means that there are differences in student learning outcomes in the experimental and control classes. The N-gain value in the experimental class was greater than the control class. The research results show that the problem-based learning model assisted by sway-based media is effective in improving student learning outcomes.
TPACK-Based Team Based Project Learning Design in Improving Digital Literacy Skills Sari, Elok Fariha; Koda, Fauji; Shofwan, Imam; Tyas, Dewi Nilam
Journal of Nonformal Education Vol. 10 No. 2 (2024): Equivalency education and community education
Publisher : Universitas Negeri Semarang

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.15294/jone.v10i2.10988

Abstract

Case method and team-based learning is one of the Key Performance Indicators (KPIs) implemented by the Ministry of Education and Culture of the Republic of Indonesia number 3/M/2021. Case method and team-based project learning is a learning that is charged to students to improve students' critical thinking skills, solve problems, find solutions, and foster communication skills. This learning is also useful for lecturers as teaching staff to improve higher abilities and skills. These learning methods need to be accompanied by an increase in digital literacy by students, whose application certainly cannot be separated from technology. Technology can make classroom learning more effective and efficient. To answer this challenge, the researcher is interested in developing a prototype of a TPACK-based team-based project learning module. This research has the following objectives: (1) Developing the design of a TPACK-based team-based project learning module in the form of a module prototype, (2) testing the feasibility of the module prototype, (3) testing the effectiveness of the module in improving students' digital literacy. The final result of this study is a prototype of a team-based learning design module that is feasible and effective so that it can be used as a guideline for the implementation of learning for the improvement of key performance indicators.
Pemberdayaan Guru SD Gugus Muh Syafe’i melalui Meaningful, Mindful, and Joyful, Learning (MMJL) dan Personalized Counseling Approaches untuk Meningkatkan Implementasi Deep Learning Trimurtini, Trimurtini; Mulyani, Petra Kristi; Nugraheni, Nursiwi; Sari, Elok Fariha; Hilman, Najma Sana Nadhirah; Hariyanti, Tri; Husna, Raihani Al; Azzahra, Alya Afifah
Jurnal ABDINUS : Jurnal Pengabdian Nusantara Vol 9 No 3 (2025): Volume 9 Nomor 3 Tahun 2025
Publisher : Universitas Nusantara PGRI Kediri

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.29407/ja.v9i3.26840

Abstract

Penerapan Kurikulum Merdeka di sekolah dasar menuntut guru untuk mengembangkan pembelajaran yang berorientasi pada deep learning, yaitu pembelajaran yang tidak hanya menekankan aspek kognitif, tetapi juga membentuk keterampilan berpikir kritis, kesadaran penuh, dan sikap positif peserta didik. Guru di Gugus Muh Syafe’i, Kecamatan Pringapus, Kabupaten Semarang, menghadapi tantangan dalam mengintegrasikan prinsip Meaningful, Mindful, and Joyful Learning (MMJL) ke dalam pembelajaran, sekaligus menangani permasalahan nonakademik siswa yang semakin kompleks. Kegiatan pengabdian ini bertujuan untuk memberdayakan guru melalui pelatihan dan pendampingan MMJL serta pembekalan keterampilan dasar bimbingan konseling dengan Personalized Counseling Approaches (PCA). Metode pelaksanaan menggunakan pendekatan Organizational Learning (OL) yang meliputi empat tahap yaitu sosialisasi, eksternalisasi, kombinasi, dan internalisasi. Kegiatan dilaksanakan di SDN Klepu 01 pada 31 Mei 2025, dengan melibatkan 62 guru dan kepala sekolah. Hasil menunjukkan peningkatan signifikan pada kompetensi guru, dengan penguasaan MMJL meningkat dari 73,5% menjadi 96,5% dan PCA dari 74% menjadi 96%. Selain itu, 83,9% guru berhasil mengintegrasikan MMJL dalam RPP, sedangkan 78% mampu menerapkan keterampilan konseling melalui simulasi kelas. Temuan ini menegaskan bahwa program pelatihan efektif dalam meningkatkan kompetensi guru untuk merancang pembelajaran berbasis MMJL sekaligus menerapkan PCA guna menangani masalah nonakademik siswa.
Pengembangan Media Pembelajaran Interaktif Articulate Storyline 360 untuk Meningkatkan Hasil Belajar Siswa pada Muatan Pembelajaran IPS Kelas VI SD Negeri Polaman Sukmawati, Dewi Masyithoh; Sari, Elok Fariha
EduInovasi:  Journal of Basic Educational Studies Vol. 4 No. 2 (2024): EduInovasi:  Journal of Basic Educational Studies (In Press)
Publisher : Intitut Agama Islam Nasional Laa Roiba Bogor

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.47467/edu.v4i2.2339

Abstract

Education is a conscious human effort to increase knowledge that is useful for educating and developing the potential of human resources. In the implementation process, learning media is needed that can help the teaching and learning process in the classroom. According to students learning in class during social studies subjects they have not been able to utilize learning media properly so that students have less interest in learning which results in low learning outcomes. The aim of this research is to develop Articulate Storyline 360 learning media on the proclamation of Indonesian independence material to improve student learning outcomes in class VI elementary school. The location of this research was carried out at SDN Polaman, Semarang. This research was conducted using the Research and Development (R&D) method and using the ADDIE model. The research instrument uses a questionnaire sheet and test questions. The methods used to collect data are, observation, interviews, tests, questionnaires. Then the data analysis techniques used in this research are qualitative descriptive analysis, quantitative and inferential statistics. The subjects in the research were students, teachers, media experts and material experts. The results of this research are a significant increase in student learning outcomes and the Articulate Storyline 360 learning media is feasible and effective for use in the student learning process to improve student learning outcomes.
The Influence of Animation Media In Understanding Fractions In Mathematics Sari, Elok Fariha; Sukestiyarno, YL; Isnaeni, Wiwi; Yuwono, Agus
Proceedings of International Conference on Science, Education, and Technology Vol. 10 (2024)
Publisher : Universitas Negeri Semarang

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Abstract

This research aims to determine the effect of animated video media in understanding fractions in mathematics subjects to improve elementary school students' learning outcomes. The type of research used was Quasi Experiment with Nonequivalent Control Group Design, namely research conducted in two classes, namely the experimental class and the control class. This research was conducted in class IV of the Pesantren Elementary School. The data collection techniques used were tests and observations. Data validation through content validity, instrument testing, reliability testing. Data analysis uses inferential statistical techniques through normality tests, homogeneity tests, and T tests. Based on the research results, the average learning outcomes test score before being given treatment (pretest) in the experimental class is 39.54, while the average learning outcomes test score after being given treatment (posttest) was 81.93. And the results of the hypothesis test show a sig (2-tailed) result of 0.000, where 0.000 < 0.05, so Ho is rejected, and Ha is accepted. This means that there is a difference in the use of animated video media in understanding fraction material in mathematics learning in class IV of the Semarang City Pesantren Elementary School between before being given treatment (pretest) and after being given treatment (posttest). So, there is an influence of animated video media in understanding fraction material in mathematics subjects to improve the learning outcomes of fourth grade elementary school students at the Semarang City Pesantren State Elementary School for the 2023/2024 academic year
Development of website-based construct 2 interactive multimedia for elementary school students at natural science learning content Handayani, Arzita; Sari, Elok Fariha
JPPI (Jurnal Penelitian Pendidikan Indonesia) Vol. 10 No. 4 (2024): JPPI (Jurnal Penelitian Pendidikan Indonesia)
Publisher : Indonesian Institute for Counseling, Education and Theraphy (IICET)

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.29210/020244461

Abstract

Limitations in providing innovative learning media can affect learning activities, such as lack of desire to learn and low learning outcomes. Therefore, this research aims to develop website-based construct 2 interactive multimedia products as IPAS learning media on the material of various landscapes and livelihood professions of class IV elementary schools. This research is a type of Reseach and Development research with the ADDIE development model (Analysis, Design, Development, Implementation, and Evaluation). The instruments used are questionnaires and tests. Validation results from media experts 91.6% and material experts 90% get the category "very feasible" to use. Website-based construct 2 interactive multimedia gets a very good response from teachers and students. The results of the teacher's response were 90.9% and the results of the students' response were 90%. The results of the effectiveness test of website-based construct 2 interactive multimedia got an N-gain of 0,770 in the "High" category. Thus it is concluded that website-based construct 2 interactive multimedia can be said to be very feasible to use in learning activities and very effective for improving student learning outcomes, especially in IPAS learning material on the variety of landscapes and livelihood professions of class IV elementary school communities.
PENINGKATAN HASIL BELAJAR DAN BERPIKIR KRITISIPAS MATERI SIFAT-SIFAT CAHAYA MELALUI PENERAPAN E-LKPD LIVEWORKSHEET BERBASIS PBLPADA PESERTA DIDIK KELAS VB SD NEGERI MIROTO KOTA SEMARANG Shinta, Malitha Hyas; Sari, Elok Fariha
Jurnal Kreatif : Jurnal Kependidikan Dasar Vol. 15 No. 1 (2024): Jurnal Kreatif: Juni 2024
Publisher : Universitas Negeri Semarang

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Abstract

Tujuan penelitian ini adalah untuk meningkatkan hasil belajar dan dan berpikir kritis IPAS materi sifat-sifat cahaya penerapan E-LKPD liveworksheet berbasis PBL pada peserta didik kelas VB SD Negeri Miroto Kota Semarang. Penelitian ini merupakan Penelitian Tindakan Kelas. Subjek penelitian ini yaitu peserta didik kelas VB SD Negeri Miroto dengan jumlah 27 peserta didik. Pelaksanaan penelitian dilakukan melalui pra siklus, siklus 1 dan siklus 2. Sumber data yaitu peserta didik kelas VB, guru kelas VB. Data yang digunakan merupakan data kuantitatif mencakup hasil belajar, rata-rata kelas, dan ketuntasan belajar klaksikal. Sedangkan data kualitatif meliputi kemampuan berpikir kritis. Teknik pengumpulan data berupa tes dan non tes yang meliputi pengamatan dan dokumentasi. Alat pengumpul sata berupa tes dan lembat observasi. Penelitian ini dinyatakan berhasil apabila hasil belajar dan kemampuan berpikir kritis peserta didik memenuhi indikator keberhasilan. Pra siklus, rata-rata hasil belajar yaitu 71 dengan presentase 48%. Sedangkan kemampuan berpikir kritis sebesar 66 dengan kategori “tinggi”. Pada siklus I hasil belajar yang diperoleh dengan rata-rata 77 dan presentase 72%, kemudian kemampuan berpikir kritis sebesar 71 dengan kategori “tinggi”. Dengan hasil yang diperoleh, peneliti belum dapat memenuhi indikator keberhasilan. Oleh karena itu, peneliti mengadakan perbaikan di siklus II supaya hasil penelitian dapat meningkat. Siklus II hasil belajar yang diperoleh yaitu dengan rata-rata 86 dan presentase 100%, sedangkan kemampuan berpikir kritis sebesar 84 dengan kategori “sangat tinggi”. Dengan demikian, dapat disimpulkan bahwa E-LKPD liveworksheet Berbasis PBL dapat meningkatkan hasil belajar kemampuan berpikir kritis peserta didik kelas VB SD Negeri Miroto Kota Semarang.
Flashcard Development to Improve Learning Outcomes in Private 4th Class Science Learning Fitriyani, Riris; Sari, Elok Fariha
Jurnal Penelitian Pendidikan IPA Vol 10 No 10 (2024): October
Publisher : Postgraduate, University of Mataram

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.29303/jppipa.v10i10.7372

Abstract

This research aims to develop flashcard products equipped with barcodes, test the feasibility of flashcard media in science learning to improve student learning outcomes; and knowing the effectiveness of using flashcard media in increasing average scores. This type of research is Research and Development (R&D) using the Borg & Gall development model which includes eight stages, namely potential and problems, gathering information, product design, design validation, design improvement, product testing, product revision, and usage trials. The subjects of this research were fourth grade students at SDN 01 Bojongkoneng. The research results showed: Flashcard learning media, product validity as seen from the validation results by material expert validators got a percentage of 90%, and media experts got a percentage of 92%; The effectiveness of the product can be seen from the results of student responses which include small group trials getting an average pretest score of 54 and posttest 82, and large group trials getting an average pretest score of 51 and posttest 85. In the small class the score is n- the gain was 0.60 in the medium category, while the large class obtained an n-gain value of 0.68 in the medium category. Thus, the research results show that learning media in the form of flashcards and equipped with barcodes is feasible and effective in learning science and technology as an improvement in student learning outcomes.
The Influence of The Project Based Learning (PJBL) Learning Model Assisted by Videoscribe Media on The Creativity of Learning Dance Arts Mughni, Rafiq Muhammad; Sari, Elok Fariha
Jurnal Penelitian Pendidikan IPA Vol 10 No 12 (2024): December
Publisher : Postgraduate, University of Mataram

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.29303/jppipa.v10i12.9409

Abstract

In supporting the development of students' creativity, teachers need to implement models and media in learning that can foster a spirit of creativity. Additionally, enhancing students' creativity will serve as a response to the challenges of 21st-century learning, where higher-order thinking skills are essential.The purpose of this research is to determine the effect of the project based learning (Pjbl) learning model assisted by Videoscribe Media on the creativity of dance learning in grade 4 students at SDN 1 Teluk Kulon, Jepara District. The research method used is a quantitative research method using a pre-experimental design model using the One Group Pretest-Posttest Design pattern and tested statistically using the Wilcoxon test. Before implementing the project based learning (Pjbl) learning model assisted by Videoscribe Media, the results of creativity in learning dance obtained an average score of 62.72, but after implementing the project based learning (Pjbl) learning model assisted by Videoscribe Media, the results of creativity in learning dance obtained an average score. -average is 81.75. Based on these results, it can be concluded that there is an influence of the project based learning (PjBL) learning model and Videoscribe Media on the creativity of learning dance among students at SDN 1 Teluk Kulon, Jepara Regency.