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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/dv567t81

Abstract

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. Keywords: Teams Games Tournament (TGT), learning outcomes, mathematics, multi-digit multiplication, cooperative learning, elementary school.
Pengaruh Model Pembelajaran ROAR dengan Media Baamboozle terhadap Hasil Belajar Matematika Arta, Meysa; Sari, Elok Fariha
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.
Development of website-based construct 2 interactive multimedia for elementary school students at natural science learning content Arzita Handayani; Elok Fariha Sari
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.
The Influence of The Project Based Learning (PJBL) Learning Model Assisted by Videoscribe Media on The Creativity of Learning Dance Arts Rafiq Muhammad Mughni; Elok Fariha Sari
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.