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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.
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 (January - June)
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