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Pengembangan Media Papan Petualangan Sudut untuk Meningkatkan Hasil Belajar Matematika Siswa Sekolah Dasar Mentari Pradibta Eka Putri; Elok Fariha Sari
Cokroaminoto Journal of Primary Education Vol. 9 No. 1 (2026): Januari - Maret 2026
Publisher : Universitas Cokroaminoto Palopo

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.30605/cjpe.9.1.2026.8226

Abstract

Urgensi penelitian ini didasarkan pada rendahnya pemahaman konsep sudut pada siswa sekolah dasar serta terbatasnya penggunaan media pembelajaran yang konkret dan interaktif dalam proses pembelajaran matematika. Kondisi tersebut menuntut adanya inovasi media yang mampu meningkatkan keterlibatan siswa dan memperkuat pemahaman konsep secara bermakna. Penelitian ini bertujuan untuk mengembangkan dan menguji efektivitas media Papan Petualangan Sudut dalam meningkatkan hasil belajar matematika siswa kelas III sekolah dasar pada materi sudut. Penelitian ini menggunakan metode Research and Development (R&D) dengan model Borg and Gall yang disederhanakan menjadi delapan tahapan, yaitu analisis potensi dan masalah, pengumpulan data, perancangan produk, validasi desain, revisi desain, uji coba skala kecil, revisi produk, dan uji coba pemakaian. Subjek penelitian berjumlah 21 siswa kelas III di SD Negeri Tambakaji 04 Kota Semarang. Teknik pengumpulan data meliputi observasi, wawancara, angket, serta tes (pretest dan posttest). Analisis kelayakan dilakukan menggunakan skala Likert berdasarkan penilaian ahli media dan ahli materi, sedangkan analisis keefektifan menggunakan Uji Wilcoxon Signed Ranks Test dan perhitungan N-Gain. Hasil validasi menunjukkan bahwa media memperoleh kategori sangat layak dengan persentase 96% dari ahli media dan 95% dari ahli materi. Hasil uji Wilcoxon menunjukkan nilai signifikansi 0,000 (< 0,05) yang berarti terdapat perbedaan signifikan antara hasil pretest dan posttest. Seluruh siswa mengalami peningkatan nilai setelah penggunaan media. Perhitungan N-Gain menunjukkan nilai rata-rata sebesar 0,72 dengan kategori tinggi. Media Papan Petualangan Sudut dinyatakan sangat layak dan efektif dalam meningkatkan hasil belajar siswa serta menciptakan pembelajaran yang lebih aktif, interaktif, dan bermakna.
Flashcard Development to Improve Learning Outcomes in Private 4th Class Science Learning Riris Fitriyani; Elok Fariha Sari
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 EFFECTIVENESS OF MATH GAMES LEARNING MEDIA ON MATHEMATICS LEARNING OUTCOMES OF FOURTH GRADE STUDENTS AT SD LABSCHOOL UNNES Sabrina Erlita; Elok Fariha Sari
JME (Journal of Mathematics Education) Vol 11, No 1 (2026): JME (Jan - Jun)
Publisher : Universitas Sembilanbelas November Kolaka

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.31327/jme.v11i1.2717

Abstract

The use of digital-based learning media in elementary mathematics instruction has not been optimally implemented, which contributes to low student engagement and learning outcomes. This study aimed to examine the effectiveness of Math Games learning media in improving the mathematics learning outcomes of fourth-grade students at SD Labschool UNNES. The study employed a quantitative approach using a quasi-experimental design with a nonequivalent control group. The research subjects consisted of 38 fourth-grade students, with 19 students in the experimental group and 19 students in the control group. The experimental group received instruction using Math Games, while the control group was taught using conventional learning media. Data were collected through pretest and posttest instruments and analyzed using nonparametric statistical tests. The results indicated that students in the experimental group demonstrated a greater improvement in mathematics learning outcomes compared to those in the control group. Statistical analysis revealed a significant difference in learning outcomes between the two groups. These findings suggest that the implementation of Math Games learning media is effective in enhancing elementary students’ mathematics learning outcomes and can serve as an innovative alternative for mathematics instruction in elementary schools.
KESIAPAN LABORATORIUM TERPADU JURUSAN PENDIDIKAN GURU SEKOLAH DASAR UNIVERSITAS NEGERI SEMARANG UNTUK E-LEARNING Isa Ansori; Trimurtini; Elok Fariha Sari; Florentina Widihastrini
Primary: Jurnal Pendidikan Guru Sekolah Dasar Vol. 7 No. 2 (2018): October
Publisher : Laboratorium Program Studi Pendidikan Guru Sekolah Dasar

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.33578/

Abstract

Laboratory utilization is very important to support learning. The laboratory is very useful for measuring the standards of science and theory. Theoretical learning and practicum in the laboratory are integral activities in the teaching and learning process. This study aims to describe and find a laboratory readiness solution for the Department of Primary School Teacher Education, Faculty of Education, Semarang State University which supports the implementation of e-learning. The research variables were the completeness of laboratory facilities, laboratory governance system of the Department of Primary School Teacher Education, lecturer and technical management, and users of the Laboratory of Primary School Teacher Education Study Program. The subjects of this study were lecturers, students of the Department of Primary School Teacher Education. Data items through questionnaires, observation, interviews, and documentation. Data were analyzed using qualitative descriptive. The results showed the level of satisfaction of students and lecturers as laboratory users. This also illustrates the problems that often occur in managing laboratories of the Department of Primary School Teacher Education. Integrated laboratories at the Department of PGSD FIP Semarang State University have a dual role in the fields of education, research and community service, although the three are still in a sufficient category. Integrated laboratory management requires special management that is different from laboratory management in the field of study
ANALISIS PROSES BERPIKIR SISWA DALAM MENYELESAIKAN SOAL CERITA MATEMATIKA BERDASARKAN GAYA BELAJAR KOLB Berlina Septiani; Elok Fariha Sari
Al-Irsyad Journal of Mathematics Education Vol 5 No 1 (2026): AL–IRSYAD JOURNAL OF MATHEMATICS EDUCATION
Publisher : Sekolah Tinggi Keguruan dan Ilmu Pendidikan Darud Da'wah Wal Irsyad Pinrang

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.58917/ijme.v5i1.754

Abstract

Tujuan utama penelitian ini adalah untuk mendeskripsikan proses berpikir siswa kelas IV SDN Sadeng 01 dalam menyelesaikan soal cerita matematika materi perkalian dan pembagian ditinjau dari gaya belajar Kolb. Terdapat GAP penelitian terkait bagaimana dimensi gaya belajar tertentu memengaruhi langkah prosedural siswa dalam menyelesaikan soal Higher Order Thinking Skills (HOTS) di tingkat sekolah dasar. Penelitian ini menggunakan pendekatan kualitatif studi kasus dengan subjek yang dipilih melalui purposive sampling untuk mewakili tipe Diverger, Converger, dan Accommodator. Data dikumpulkan melalui Kolb’s Learning Style Inventory (KLSI), tes matematika, dan wawancara berbasis tugas. Temuan penelitian menunjukkan pola kognitif yang berbeda: 1) Subjek Diverger mengandalkan visualisasi mental dan gestur untuk memahami konteks narasi; 2) Subjek Converger menunjukkan abstraksi data yang cepat dengan mengeliminasi narasi cerita demi efisiensi prosedural; dan 3) Subjek Accommodator memanfaatkan intuisi serta pengalaman belajar sebelumnya untuk melakukan eksperimen mental dalam memprediksi hasil. Simpulan penelitian ini menegaskan bahwa keberagaman proses berpikir tersebut memerlukan pendekatan pembelajaran berdiferensiasi. Guru disarankan menyediakan visualisasi konteks bagi tipe Diverger, penguatan logika simbolik bagi Converger, serta skenario praktis-adaptif bagi Accommodator guna meningkatkan kemampuan pemecahan masalah matematis secara optimal.
PERANCANGAN MEDIA PERMAINAN PENJUMLAHAN “TIC TAC TIKA” UNTUK MENINGKATKAN KEMAMPUAN PENJUMLAHAN SISWA SEKOLAH DASAR Wahyu Asna Fauziatul Maghfiroh; Elok Fariha Sari
Joyful Learning Journal Vol. 14 No. 4 (2025): Joyful Learning Journal: Desember 2025
Publisher : Universitas Negeri Semarang

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.15294/jlj.v14i4.39661

Abstract

Low addition skills and the perception that mathematics is a difficult and boring subject because it is synonymous with numbers indicate the need for innovative learning media that is interesting and suited to the characteristics of elementary school students. This study aims to design a Tic Tac Tika addition game to improve the addition skills of second-grade elementary school students. This media adopts the concept of tic tac toe with the addition of sums up to 20. This study uses R&D research with an ADDIE (Analysis, Design, Development, Implementation, and Evaluation) development approach. Data collection techniques were carried out through observation, interviews, distribution of questionnaires, documentation, etc. The results showed that the Tic Tac Tika addition game was very suitable for use as a mathematics learning medium based on the results of subject matter expert validation of 91% and media expert validation of 91%. In addition, the response from teachers was also very positive, stating that this media was able to create mathematics learning that was fun, practical, and in line with learning outcomes. Thus, the Tic Tac Tika addition game media is feasible and has great potential to help students improve their addition skills in a fun way.
Pengembangan Media Papan Asik Perkalian berbasis QR Code dalam Meningkatkan Hasil Belajar Matematika Siswa Kelas III Sekolah Dasar Sustriani Sustriani; Elok Fariha Sari
JURNAL PENDIDIKAN MIPA Vol. 16 No. 1 (2026): JURNAL PENDIDIKAN MIPA
Publisher : Pusat Publikasi Ilmiah, STKIP Taman Siswa Bima

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.37630/jpm.v16i1.4126

Abstract

Rendahnya capaian pembelajaran matematika siswa sekolah dasar, terutama pada pokok bahasan perkalian, dipengaruhi oleh kesulitan siswa dalam memahami konsep dasar perkalian serta terbatasnya penggunaan media pembelajaran yang inovatif dan interaktif. Penelitian ini bertujuan untuk mengembangkan serta menilai keefektifan media Papan Asik Perkalian berbasis QR Code dalam meningkatkan capaian belajar siswa kelas III sekolah dasar. Studi ini mengaplikasikan pendekatan penelitian dan pengembangan (Research and Development) dengan model Borg and Gall yang telah dimodifikasi menjadi delapan tahapan. Subjek penelitian meliputi ahli materi, ahli media, guru dan siswa kelas III SD Negeri Wonolopo 01. Teknik pengumpulan data menggunakan angket kebutuhan media, angket validasi media, angket respon guru dan siswa serta tes pretest dan posttest pada 27 siswa kelas III. Temuan penelitian memperlihatkan bahwa media dinyatakan sangat layak berdasarkan validasi ahli materi sebesar 90,62% dan ahli media sebesar 92,18%. Efektivitas media ditunjukkan oleh peningkatan nilai rata-rata pretest dari 49,07 menjadi 88,70 pada posttest, serta hasil uji N-Gain sebesar 79,05 dengan kategori tinggi. Sehingga, media Papan Asik Perkalian berbasis QR Code dinyatakan memenuhi kriteria kelayakan, kepraktisan, dan efektivitas untuk dimanfaatkan sebagai sarana pembelajaran matematika dalam peningkatan hasil belajar siswa kelas III sekolah dasar.
Pengaruh Media Kotak Berhitung untuk Meningkatkan Hasil Belajar Matematika Kelas 1 SD Negeri Ngaliyan 03 Hema Pelangi Sawitri Ariom; Elok Fariha Sari
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 Model Pembelajaran ROAR dengan Media Baamboozle terhadap Hasil Belajar Matematika Meysa Arta; Elok Fariha Sari
GAUSS: Jurnal Pendidikan Matematika Vol. 8 No. 2 (2025)
Publisher : Universitas Serang Raya

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.30656/gauss.v8i2.10749

Abstract

Tujuan dari penelitian berikut ialah guna memastikan apakah paradigma pembelajaran ROAR (Read, Observe, Auditory, Review) dengan penggunaan media Baamboozle bisa mengoptimalkan hasil belajar matematika untuk siswa sekolah dasar. Pemahaman siswa yang buruk kepada informasi luas pengukuran, terutama ketika harus menyelesaikan soal naratif, ditemukan selaku akibat dari pembelajaran kelas tradisional yang tidak didukung oleh teknologi interaktif. Penelitian berikut memakai desain kuasi-eksperimental serta metodologi kuantitatif. Dua kelas menjadi subjek penelitian: kelas kontrol yang memakai pendekatan ceramah serta kelas eksperimen yang memakai model ROAR memakai media Baamboozle. Uji N-gain, uji t-sampel berpasangan, serta uji t-sampel independen dipakai guna menilai instrumen pretest serta posttest. Kedua kelompok mendapati kenaikan yang substansial, berlandaskan temuan analisis, tetapi kelas eksperimen mendapati kenaikan yang lebih besar. Kelas kontrol, yang termasuk kelompok agak efektif, mempunyai skor N-gain rerata 58%, tetapi kelas eksperimen, yang termasuk kategori efektif, mempunyai rerata 79%. Berlandaskan hasil berikut, penggunaan pendekatan ROAR dengan bantuan media Baamboozle bisa dengan cara efektif mengoptimalkan hasil belajar siswa dengan mendorong pembelajaran yang menarik, menyenangkan, serta bermanfaat.
EFEKTIVITAS DEEP LEARNING BERBANTU MEDIA FRACTION BOARD TERHADAP HASIL BELAJAR PECAHAN SISWA KELAS IV SDN KATELAN 1 Zaitun, Alinda; Sari, Elok Fariha
De Fermat : Jurnal Pendidikan Matematika Vol. 9 No. 1 (2026)
Publisher : Program Studi Pendidikan Matematika, Fakultas Keguruan dan Ilmu Pendidikan, Universitas Balikpapan

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.36277/defermat.v9i1.2497

Abstract

This study aims to determine (1) the mastery of student learning outcomes using Deep Learning assisted by the Fraction Board, (2) the differences in student learning outcomes between Deep Learning assisted by the Fraction Board and conventional learning, and (3) the effectiveness of Deep Learning assisted by the Fraction Board on student learning outcomes. This study is a quantitative study using a quasi-experimental design, specifically a nonequivalent control group design. The research sample consisted of two classes selected using purposive sampling. The instrument used was a test, and the data obtained were analyzed using prerequisite tests, namely normality and homogeneity tests. The results of the prerequisite tests indicated that the sample was normally distributed and homogeneous. Data analysis utilized descriptive statistics, the one-sample t-test, the independent samples t-test, and the N-Gain test. The results of the study showed a significant difference between the two classes with a Sig. value of 0.001 < 0.05. The average N-Gain score of the experimental class was 58.3%, which falls into the fairly effective category. Meanwhile, the control class only reached 38.3%, which falls into the ineffective category. This study shows that Deep Learning assisted by the Fraction Board medium has been proven to improve student learning outcomes.