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Enhancing Students' Problem-Solving Abilities: The Role of Project-Based Learning, Problem-Based Learning, and Learning Motivation Gunawan, Wawan; Atiqoh, Atiqoh; Wiyarno, Yoso; Fatirul, Achmad Noor; Sugiarni, Sugiarni; Mastoah, Imas
Jurnal Pendidikan Progresif Vol 15, No 1 (2025): Jurnal Pendidikan Progresif
Publisher : FKIP Universitas Lampung

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.23960/jpp.v15i1.pp315-330

Abstract

Enhancing Students' Problem-Solving Abilities: The Role of Project-Based Learning, Problem-Based Learning, and Learning Motivation. Objective: This study aims to examine the effect of Project-Based Learning (PjBL), Problem-Based Learning (PBL), and learning motivation on students' problem-solving abilities at the secondary education level. Methods: This study uses a quantitative approach with SmartPLS 4 data analysis techniques to test the relationship between the variables involved. The research sample consisted of students at the secondary education level who were divided into three experimental groups. Each group received project-based learning (PjBL), problem-based learning (PBL) interventions, as well as the influence of learning motivation as a factor influencing students' problem-solving abilities. Findings: The results of the study indicate that both PjBL and PBL have a positive and significant effect on students' problem-solving abilities. In addition, learning motivation has also been shown to have an important role in strengthening the development of students' problem- solving abilities. These findings indicate that project-based and problem-based learning can improve students' skills in solving complex problems. Conclusion: The findings of this study provide evidence that Project-Based Learning and Problem-Based Learning methods can be effective alternatives to improve students' problem-solving abilities. Learning motivation also plays a crucial role in supporting the learning process. Therefore, it is important for teachers to create a learning environment that can motivate students to be more active and participate. By combining these two methods, students are expected to develop critical and creative thinking skills, which are very much needed in facing challenges in the real world. Further research is needed to explore other factors that may affect students' problem-solving abilities, such as social and emotional factors. Keywords: PjBL, PBL, problem-solving ability, learning motivation.
Pengembangan Bahan Ajar Interaktif Berbasis Canva Mata Pelajaran IPAS Model Addie di SDN Daleman 2 Azizah, Nurul; Fatirul, Achmad Noor; Harwanto, Harwanto
MODELING: Jurnal Program Studi PGMI Vol. 11 No. 2 (2024): Juni
Publisher : Program Studi PGMI Sekolah Tinggi Ilmu Tarbiyah Nahdlatul Ulama Al Hikmah Mojokerto

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.69896/modeling.v11i2.2364

Abstract

With the development of technology and understanding of how humans learn throughout life that places education as a dynamic and continuous process and involves all aspects of life, learning innovation will be an integral part in improving the education system. Quality education is a learning designed to provide learning experiences to students that not only convey learning facts and concepts, but involves developing skills, attitudes, and building character and values that can support the growth of students as knowledgeable, creative and responsible individuals in society (Habaridota, 2023). In today's digital and technological era, the use of teaching materials is an important part of the learning process to achieve the expected competencies and increase effectiveness and motivation in learning (Wahyudi, 2022) (Novayana et al., 2021). gaps in the use of teaching materials used in the learning process in conventional science subjects so that learning is still monotonous centered on students, then interactive teaching materials are indispensable in helping the involvement of students in the learning process (Puspasari, 2022). Based on the gaps that arise in the learning process, researchers will develop canva-based teaching materials to overcome problems in science subjects related to providing interactive teaching material references that can be used in the learning process to encourage students to optimally involve students in the grade 4 science learning process at SDN Daleman 2 Galis District. In research on the development of Canva-based interactive teaching materials refers to the ADDIE model. Systematically prepared based on the independent curriculum in the grade 4 basic education unit at SDN Daleman 2 Galis District, which is adjusted to the characteristics of the learning material and the characteristics of students.
Pengembangan Permainan Elektronik Hanzi Bihua ???? untuk Melatih Keterampilan Menulis Hanzi ?? pada Anak Kelas 2 SD JAC Surabaya Tatuwo, Anggi Gratia; Fatirul, Achmad Noor; Harwanto, Harwanto
MODELING: Jurnal Program Studi PGMI Vol. 11 No. 2 (2024): Juni
Publisher : Program Studi PGMI Sekolah Tinggi Ilmu Tarbiyah Nahdlatul Ulama Al Hikmah Mojokerto

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.69896/modeling.v11i2.2383

Abstract

Penelitian pengembangan ini menghasilkan permainan berjudul Hanzi Bihua menggunakan prosedur penelitian milik Borg and Gall dengan metode pengembangan produk ADDIE oleh Molenda. Data penelitian pengembangan media ini adalah kuantitatif dan kualitatif dengan instrumen angket. Pengembangan media ini telah divalidasi layak oleh ahli desain, ahli materi, dan ahli media. Subjek penelitian adalah 66 peserta didik kelas 2 SD JAC Surabaya yang dibagi dalam tiga kelompok ujicoba: kelompok kecil, sedang, dan besar. Hasil uji coba media pada kelompok kecil dan sedang adalah layak dengan revisi. Sedangkan hasil uji coba kelompok besar adalah layak tanpa revisi. Sehingga media ini dapat digunakan dalam pembelajaran.
PEMBELAJARAN STATISTIKA DENGAN MEDIA LKS BERBASIS POLYA DI SMP A.R, CHRISTI PARNAMITA; KURNIAWAN, ANDRI; FATIRUL, ACHMAD NOOR; KRISTIANI, KRISTIANI; RS, RIKI SULIANA
EDUTECH : Jurnal Inovasi Pendidikan Berbantuan Teknologi Vol. 4 No. 2 (2024)
Publisher : Pusat Pengembangan Pendidikan dan Penelitian Indonesia (P4I)

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.51878/edutech.v4i2.3063

Abstract

Learning statistics material is considered difficult by students. One technique to improve understanding and problem solving abilities in statistics material is the polya step. The aim of this research is to describe statistics learning with polya-based worksheets in junior high school students. This type of research is classroom action research. The research subjects were 32 students consisting of 15 male students and 17 female students. The instruments of this research are test sheets, teacher observation sheets and student observation sheets. The data analysis technique used is qualitative data analysis which consists of data reduction, data presentation and drawing conclusions. The criteria for the success of this research are classical completeness more than equal to 75 and observation results in the good category. Based on the research results, it was obtained that the results of observing teacher activities were in the very good category, the results of student observations in the good category and classical completeness were 93.75%. The conclusion in this research is learning using media polya based worksheet with steps to understand the problem, prepare a plan, carry out the plan and check again. ABSTRAKPembelajaran pada materi statistika dianggap sulit oleh siswa. Salah satu teknik meningkatkan pemahaman dan kemampuan pemecahan masalah dalam materi statistika adalah dengan langkah polya. Tujuan penelitian ini adalah mendeskripskan pembelajaran statistika dengan LKS berbasis polya di siswa SMP. Jenis penelitian ini adalah penelitian tindakan kelas. Subjek penelitian sejumlah 32 siswa yang terdiri 15 siswa laki-laki dan 17 siswa perempuan. Instrumen penelitian ini adalah lembar tes, lembar observasi guru dan lembar observasi siswa. Teknik analisis data yang digunakan adalah analisis data kualitatif yang terdiri dari reduksi data, penyajian data dan penarikan kesimpulan.Kriteria keberhasilan penelitian ini adalah ketuntasan klasikal lebih dari sama dengan 75 dan hasil observasi pada kategori baik. Berdasarkan hasil penelitian diperoleh hasil observasi kegiatan guru pada kategori sangat baik, hasil observasi siswa pada kategori baik dan ketuntasan secara klasikal sebesar 93,75%. Kesimpulan dalam penelitian ini adalah pembeljaran dengan media LKS berbasis polya dengan langkah-langkah memahami masalah, menyusun rencana,melaksankan rencana dan mengecek kembali.
WORKSHOP PEMBELAJARAN DIGITAL BAGI GURU SDN SAMPANGAGUNG 1, KEC. MOJOSARI, KAB MOJOKERTO Gunawan, Wawan; Rusmawati, Retno Danu; Fatirul, Achmad Noor; Wiyarno, Yoso; Yahya, Arif; Karyanto, Yunus; Prajitno, Sunyoto Hadi; Suharti, Suharti; Mastoah, Imas; Muhlason, Muhlason; Salasa, Isna Badarus
MAJU : Indonesian Journal of Community Empowerment Vol. 3 No. 1 (2026): MAJU : Indonesian Journal of Community Empowerment, January 2026
Publisher : Lembaga Pendidikan dan Penelitian Manggala Institute

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.62335/maju.v3i1.2073

Abstract

The development of information technology requires teachers to have adequate competence in designing and implementing digital-based learning. Teachers are not only required to master the teaching material but also be able to utilize technology as an effective learning media and resource. However, elementary school teachers still encounter obstacles in optimally integrating digital technology into the learning process. Based on these conditions, this Community Service activity was carried out in the form of a Digital Learning Workshop for teachers at SDN Sampangagung 1, Mojosari District, Mojokerto Regency. This activity aims to improve teachers' understanding and skills related to digital learning concepts, the use of digital media and learning resources, and the use of the internet, blogs, YouTube, and social media in learning. In addition, this activity also aims to equip teachers with the ability to design innovative and contextual digital learning in accordance with the needs of the community.The characteristics of elementary school students were examined. The participants in this activity were all teachers at SDN Sampangagung 1, Mojosari District, Mojokerto Regency. The workshop was conducted online, combining discussion and practical sessions. The results showed that the Digital Learning Workshop improved teachers' conceptual understanding and practical skills in utilizing learning technology. Overall, this community service activity was deemed successful, based on the achievement of participant targets, the implementation of the material, and the improvement of teachers' skills in mastering digital-based learning.
DEVELOPMENT OF GOOGLE SITES-BASED INTERACTIVE MEDIA ON FOLKTALE MATERIAL FOR FIFTH-GRADE STUDENTS AT SD NEGERI TANGGUNGAN Wati, Sundari; Bandono, Adi; Fatirul, Achmad Noor
Getsempena English Education Journal Vol. 12 No. 2 (2025)
Publisher : Universitas Bina Bangsa Getsempena

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.46244/geej.v12i2.3471

Abstract

A goal of this research is to set up learning media suitable for folktales like Google Sites did. the fifth grader students at SDN Tanggungan will be better at telling stories after reading this material. In this study, we attempt to solve the lack of digital media that Merdeka Curriculum-Framework speaking poses to students' skills and endeavours. This paper reports on a study using expert validation as well as individual (3 students), small-group (6 students) and large-group (25 students) trials. The ADDIE model was followed, which guided each stage of media development: needs assessment, design, development or production of materials, installation and use, and evaluation. Data were collected through expert validation questionnaires and student practicality questionnaires. The medium scored 92% total on expert validation, with its contents, design and media elements all receiving excellent evaluations. Again, the practicality test showed a very high score of 97%, proving that students liked and found it useful in learning storytelling. They also felt the media helped them to understand the proper procedures greatly; most of them were able to tell their own stories after some guidance from training programs supported through use of this technology. These findings are consistent with previous studies that indicate Google Sites are very well received by users at an institute. The results offer new evidence of the usefulness and applicability to oral storytelling—an area heretofore underutilized within Indonesian language education. In conclusion, the Google Sites-based interactive multimedia materials developed in this investigation are very accessible and adaptable to the Merdeka Curriculum, helping nur ture creativity, communications competencies and digital know-how in primary school children.
DEVELOPMENT OF ANIMAL-THEMED SNAKES AND LADDERS GAME MEDIA BASED ON THE ADDIE MODEL FOR EARLY CHILDREN AT KEMALA BHAYANGKARI KINDERGARTEN, WAIKABUBAK Rusmala, Aprilia; Fatirul, Achmad Noor; Hartono, Hartono
Jurnal Buah Hati Vol. 12 No. 2 (2025)
Publisher : Department of Early Childhood Education, Universitas Bina Bangsa Getsempena

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.46244/buahhati.v12i2.3512

Abstract

This study aims to develop a snakes and ladders game learning media with an animal theme using the ADDIE (Analysis, Design, Development, Implementation, Evaluation) model for early childhood at Kemala Bhayangkari Kindergarten in Waikabubak. The background of this study is the limited learning media that are interesting, interactive, and appropriate to the learning characteristics of early childhood. The study uses a qualitative descriptive approach with data obtained through validation sheets, questionnaires, and feedback from design experts, media experts, material experts, colleagues, and students. Data analysis was carried out descriptively to assess the feasibility and practicality of the product. The validation results showed that the design experts gave a score of 95%, media experts 96%, material experts 73%, and colleagues 90%, all of which are in the very feasible category. User trials also showed a high level of practicality with a score of 94% in small groups, 86% in medium groups, and 88% in large groups. These findings indicate that the snakes and ladders game media is easy to use, interesting, and supports children's understanding of the learning material. This learning medium has been proven to increase children's enthusiasm, motivation, and engagement during the learning process. Overall, the research results confirm that the ADDIE-based Snakes and Ladders game is a suitable alternative for effective and enjoyable learning media in early childhood education.