Claim Missing Document
Check
Articles

PENGEMBANGAN MEDIA BIG BOBATAR BERBASIS SAINTIFIK UNTUK MENINGKATKAN HASIL BELAJAR MATEMATIKA SISWA KELAS IV SDN TAMBAKAJI 01 KOTA SEMARANG An Nisaa' Novitaningtyas; Elok Fariha Sari
Pendas : Jurnal Ilmiah Pendidikan Dasar Vol. 9 No. 04 (2024): Volume 09 No. 04 December 2024 In Press.
Publisher : Program Studi Pendidikan Guru Sekolah Dasar FKIP Universitas Pasundan

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.23969/jp.v9i04.22252

Abstract

The subpar achievement in mathematics learning and the underutilization of learning resources in the fourth grade at SDN Tambakaji 01 Semarang City are the driving forces behind this research. The purpose of this research was to develop, test the feasibility, and effectiveness of scientific-based Big Bobatar media on the mathematics learning outcomes of fourth-grade students on the area material. This research method is RnD which refers to the ADDIE paradigm. The development of scientific-based Big Bobatar media was considered feasible to use based on 81.67% validation results from material experts and 91.67% from media experts. The results effectiveness of Big Bobatar media on increasing the totality of pretest-posttest learning outcomes through the t-test obtained a t count of 34.241> t table 2.060 then the results of the average increase test (N-gain) of 0.73 and included high criteria. Thus, the use of scientific-based Big Bobatar media is effective and useful in mathematics learning for fourth-grade area material.
Pengaruh Media Kotak Berhitung untuk Meningkatkan Hasil Belajar Matematika Kelas 1 SD Negeri Ngaliyan 03 Ariom, Hema Pelangi Sawitri; Sari, Elok Fariha
GAUSS: Jurnal Pendidikan Matematika Vol. 8 No. 1 (2025)
Publisher : Universitas Serang Raya

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.30656/gauss.v8i1.10391

Abstract

Abstrak Penelitian ini membahas pengaruh penggunaan media pembelajaran kotak hitung untuk meningkatkan hasil belajar matematika kelas rendah. Metode yang digunakan dalam penelitian ini adalah metode eksperimental dengan pendekatan kuantitatif. Metode yang digunakan dalam penelitian ini adalah metode desain eksperimental sejati dengan Desain Kelompok Kontrol Pretest-Posttest. Sampel yang digunakan dalam penelitian ini adalah seluruh siswa kelas I SD Ngaliyan 03 yang berjumlah 56 siswa dengan rincian 28 siswa di kelas kontrol dan 28 siswa di kelas eksperimen. Penggunaan media kotak penghitung dalam pembelajaran matematika kelas I memiliki pengaruh yang signifikan terhadap peningkatan hasil belajar siswa kelas I. Hal ini dapat dilihat dari hasil pretest post test kelas eksperimen dan kelas kontrol, dimana kelas eksperimen yang diberikan media kotak penghitungan mengalami peningkatan hasil belajar yang signifikan dibandingkan dengan kelas kontrol yang tidak menggunakan media kotak penghitungan. Kata kunci: media belajar, kotak berhitung, matematika Abstract This study discusses the influence of the use of counting box learning media to improve the learning outcomes of low-grade mathematics. The method used in this study is an experimental method with a quantitative approach. The method used in this study is the true experimental design method with the Pretest-Posttest Control Group Design. The sample used in this study was all grade I students of SD Ngaliyan 03 which amounted to 56 students with details of 28 students in the control class and 28 students in the experimental class. The use of counting box media in mathematics learning in grade I has a significant influence on improving the learning outcomes of grade I students. This can be seen from the results of the pretest post test of the experimental class and the control class, where the experimental class given the counting box media experienced a significant increase in learning outcomes compared to the control class that did not use the counting box media.  Keywords: learning media, counting box, mathematics
Pengaruh Pembelajaran Etnomatematika Berbasis Makanan Khas Daerah Terhadap Kemampuan Pemecahan Masalah Siswa Materi Pecahan Kelas 5 SD Bestari, Sila Karisma; Sari, Elok Fariha
Journal of Classroom Action Research Vol. 7 No. 2 (2025): Mei 2025
Publisher : Program Studi Magister Pendidikan IPA, Universitas Mataram

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.29303/jcar.v7i2.11365

Abstract

Penelitian ini dilatarbelakangi oleh rendahnya kemampuan pemecahan masalah matematis siswa sekolah dasar, khususnya pada materi pecahan. Tujuan dari penelitian ini adalah untuk mengetahui (1) Pengaruh pembelajaran etnomatematika berbasis makanan khas daerah terhadap kemampuan pemecahan masalah siswa (2) perbedaan kemampuan pemecahan masalah siswa antara pembelajaran etnomatematika berbasis makanan khas daerah dengan pembelajaran berbasis media video (3) keefektifan pembelajaran etnomatematika berbasis makanan khas daerah dalam meningkatkan kemampuan pemecahan masalah siswa. Metode yang digunakan adalah kuasi eksperimen dengan desain nonequivalent control group. Populasi penelitian adalah seluruh siswa kelas V SDN Kelapadua III, dengan sampel dua kelas yang dibagi menjadi kelas eksperimen dan kontrol. Teknik pengumpulan data berupa tes kemampuan pemecahan masalah. Analisis data mencakup statistik deskriptif, uji normalitas, uji homogenitas, paired sample t-test, independent sample t-test, dan uji N-gain. Hasil penelitian menunjukkan perbedaan signifikan antara kedua kelas, dengan nilai signifikansi 0,001 < 0,05. Rata-rata skor N-gain kelas eksperimen sebesar 60,7% tergolong cukup efektif, sementara kelas kontrol hanya mencapai 50,5%. Temuan ini menunjukkan bahwa pembelajaran etnomatematika terbukti kontekstual dan bermakna dalam meningkatkan kemampuan pemecahan masalah siswa.
PENGARUH MODEL PEMBELAJARAN KOOPERATIF TIPE TGT TERHADAP HASIL BELAJAR MATEMATIKA MATERI PERKALIAN BERSUSUN Rahma, Aulia Faiza; Sari, Elok Fariha
Elementar : Jurnal Pendidikan Dasar Vol 5, No 1 (2025): Elementar : Jurnal Pendidikan Dasar
Publisher : Faculty of Educational Sciences,Universitas Islam Negeri (UIN) Syarif Hidayatullah Jakarta

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.15408/elementar.v5i1.47057

Abstract

This study aims to evaluate the effectiveness of the cooperative learning model Teams Games Tournament (TGT) in improving mathematics learning outcomes among fourth-grade students at SDN Jatisari, specifically on the topic of multi-digit multiplication. The research employed a quantitative approach using a pretest-posttest nonequivalent control group experimental design. The study involved two classes: an experimental group using the TGT model and a control group applying the Problem-Based Learning (PBL) model.The results indicate that the TGT model significantly enhanced students’ learning outcomes. The average posttest score of the experimental group was 85.32, higher than the control group’s average of 82.04. An independent sample t-test showed a significant difference between the two groups (Sig. 0.044 < 0.05), and a one-sample t-test revealed that the experimental group’s average posttest score exceeded the Minimum Mastery Criterion (KKM) of 75 (Sig. 0.000). The average learning gain (N-Gain) in the experimental group reached 55.94% (moderate category), which was higher than the control group’s 33.82%.The TGT model effectively fosters active student participation, collaborative learning, and a fun yet competitive classroom atmosphere. Therefore, the TGT model is recommended as an alternative instructional strategy to enhance mathematics learning outcomes at the elementary school level.
Pengaruh Media Pembelajaran Digital Unity Berbasis Augmented Reality Terhadap Hasil Belajar Matematika Siswa Kelas V Sekolah Dasar Wardani, Emilia Kusuma; Sari, Elok Fariha
Nusantara: Jurnal Pendidikan Indonesia Vol. 5 No. 3 (2025)
Publisher : Lembaga Sosial Rumah Indonesia

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.62491/njpi.2025.v5i3-16

Abstract

Purpose – The development of digital technology has encouraged innovation in the world of education, especially in the use of more interactive and engaging learning media. Interactive Unity media is considered adequate for improving student learning outcomes on the volume of cubes and beams. This study aims to (1) to analyze the completeness of student learning outcomes on the volume of cubes and beams, (2) to determine the difference in participant learning outcomes using Unity learning media and without using Unity learning media, (3) to determine the effectiveness of using Unity learning media on student learning outcomes.Method – This study uses quantitative research. The research method is quasi-experimental, and the research design is a non-equivalent control group design. The subjects of this study included 2 schools with a total of 52 fifth-grade students. Data collection techniques used observation, interviews, and tests. The instruments used were observation sheets, teaching modules, and pre-test and post-test questions. Findings – The study showed that the learning outcomes of students using unity media on the volume material of cubes and beams were declared complete exceeding the KKTP determined as evidenced by the results of the t test> t table (3.598> 1.0931). There is a significant difference in the learning outcomes of the experimental group and the control group with a two-sided significance value of p (<0.000) <? (0.05). In addition, the N-gain analysis showed that the increase in learning outcomes of experimental class students was higher at 67.17% compared to the control class of only 22.43%. Research Implications – These findings indicate the need for utilizing interactive digital media in mathematics learning to help students understand concepts more visually. With this research, it is expected to be a recommendation for educators in the teaching and learning process that is innovative and effective in learning mathematics.
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.