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Pengaruh model pembelajaran game based learning terhadap minat belajar siswa pada pembelajaran pendidikan Pancasila kelas V di SD Negeri Gugus V Tempel Sleman Hidayat, Taufiq; Nadziroh, Nadziroh; Nugroho, Irfan Adi; Kemala, Vinna Dinda
Trihayu: Jurnal Pendidikan Ke-SD-an Vol 12 No 1 (2025): Trihayu: Jurnal Pendidikan Ke-SD-an
Publisher : Universitas Sarjanawiyata Tamansiswa

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.30738/trihayu.v12i1.21014

Abstract

This study has two objectives, the first of which is to describe the effect of the game-based learning model on students' learning interest in Pancasila Education learning for grade V at SD Negeri Gugus V Tempel Sleman. The second study aims to comparatively test the differences in students' learning interests between classes that use the game-based learning model and the problem-based learning model. This type of research is a quantitative experiment. This study used two classes, namely the experimental class and the control class. The experimental class was treated with the game-based learning model, while the control class was treated using the project-based learning model. The population in this study was all grade V students of SD Negeri Banyurejo 2, totaling 18 students, and all grade V students of SD Negeri Banyurejo 4, totaling 16 students; the total population of this study was 34 students. The sampling technique in this study is saturated sampling which can be interpreted as meaning that all populations are sampled. The data collection technique uses questionnaires, documentation, and instruments to obtain data on students' interest in learning Pancasila Education. Pre-tests and post-tests are given to determine the condition of students' interest in learning before and after being given treatment. The results of this study are descriptive (1). Interest in learning Pancasila Education in class V of SD Negeri Banyurejo 2 which uses the game-based learning model, is in the very high category with an average score of 85.94. (2) The interest in learning Pancasila Education of class V of SD Negeri Banyurejo 4, which uses the project-based learning model, is in the high category with an average score of 78.44. Comparatively, there is a significant difference between classes using the game-based learning model and project-based learning with a t-test of 6.579 and a p-value of 0.000. The average interest in learning using the game-based learning model is higher, so it can be concluded that there is a difference in the influence of the application of the game-based learning model on the interest in learning Pancasila Education of class V of SD Negeri Gugus V Tempel Sleman.
Pengembangan Pengembangan Bahan Ajar Digital Tri-Nga dan Sosiokultur untuk Meningkatkan Prestasi Belajar Siswa SD Rochmiyati, Siti; Bhakti, Die; Nugroho, Irfan Adi
CARAKA Vol 11 No 1 (2024): Desember
Publisher : Universitas Sarjanawiyata Tamansiswa

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.30738/caraka.v11i1.18642

Abstract

Bahan ajar adalah salah satu alat pembelajaran yang penting untuk meningkatkan prestasi siswa. Oleh karena itu, alat ini harus dirancang dengan lebih baik. Penelitian pengembangan ini menggunakan model ADDIE dan Research and Development (R&D) Borg and Gall, dengan instrumen seperti lembar observasi, wawancara, dan tes. Wawancara, observasi, angket, dan tes adalah metode pengumpulan data. Siswa di SDN Ngabean, SDN Klumpit, dan SDN Kenteng II adalah subjek penelitian. Uji coba terbatas terdiri dari 6 siswa di SDN Ngabean, dan uji coba yang lebih besar dilakukan di SDN Klumpit dengan 15 siswa sebagai kelas kontrol dan di SDN Kenteng II dengan 15 siswa sebagai kelas eksperimen. Dalam penelitian pengembangan, metode analisis data menggunakan model ADDIE terdiri dari lima langkah: (1) analisis, (2) desain, (3) pengembangan, (4) implementasi, dan (5) evaluasi. Penelitian menunjukkan bahwa bahan ajar digital berbasis Tri-Nga dan sosiokultur berpotensi meningkatkan prestasi belajar siswa Kelas V SD dan bahwa bahan ajar tersebut efektif untuk meningkatkan prestasi belajar siswa Kelas V SD.
Peran Kepala Sekolah Dalam Implementasi Pendidikan Karakter Melalui Gerakan Literasi Sekolah Dasar Yogyakarta Nugroho, Irfan Adi; Nofrida, Eka Ridha; Megawati, Ida; Mardiana, Riska
Journal of Contemporary Issues in Primary Education Vol. 2 No. 2 (2024): Journal of Contemporary Issues in Primary Education
Publisher : CV. Kurnia Grup

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.61476/wfsksv55

Abstract

This is a qualitative descriptive study. The research was conducted in an Elementary School in Yogyakarta. The sources of information in this study consisted of the school principal. Data collection techniques used observation, interviews, and documentation. Data validity was tested by increasing persistence and triangulation (source, technique, and time). Data analysis technique used Miles and Huberman model which consists of data collection, data reduction, data display, and conclusion drawing/ verification
The Effectiveness of Digital Pop-Up Book Media on Learning Achievement in Pancasila Education among Third-Grade Students at SD Negeri 1 Padokan, Bantul Regency Nugroho, Irfan Adi; Chairiyah; Azkiyah, Lailatul; Nofridha, Eka Ridha; Megawati, Ida
Jurnal Pendidikan Kewarganegaraan dan Politik Vol. 3 No. 2 (2025): Jurnal Pendidikan Kewarganegaraan dan Politik
Publisher : CV. Kurnia Grup

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.61476/xqm4s897

Abstract

This study aims to (1) determine how much the tendency of Pancasila Education learning achievement in class III taught using Pop Up Book Digital media and Interactive PowerPoint media, (2) determine the difference in Pancasila Education learning achievement between learning using Pop Up Book Digital media and Interactive PowerPoint media. This research uses a quantitative approach with the Quasi Experimental Design method. The population taken was third grade students of SD Negeri 1 Padokan, totaling 56 students. The sampling technique used a census / total sampling where class III A as an experimental class and class III B as a control class. Data collection techniques used observation, interviews, tests, and documents. The data analysis technique used descriptive analysis and prerequisite test analysis which included normality test, homogeneity test, hypothesis testing using t-test, and N-Gain test. The results showed (1) the increase in learning achievement of Pancasila Education was higher which was taught using Pop Up Book Digital media. This is evidenced by the average posttest score, for the experimental class of 82.68 and the control class of 77.14; (2) there are differences in learning achievement of Pancasila Education in class III. This is evidenced by the significance value (2-tailed) of 0.048 <0.050. The conclusion of this study is that there is an increase in learning achievement of Pancasila Education before and after being given a treatment.
The Role of Perceived Value as a Mediating Variable in Purchasing Decisions on Shopee E-Commerce: A Study of Gen Z Nugroho, Irfan Adi; Hartanto, Prasetyo
Jurnal Informatika Ekonomi Bisnis Vol. 8, No. 1 (March 2026)
Publisher : SAFE-Network

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.37034/infeb.v8i1.1364

Abstract

This study aims to analyze the role of perceived value as a mediating variable in the relationship between brand trust and online customer reviews on purchasing decisions in Shopee e-commerce among Generation Z. This study uses a positivist and deductive approach, with a quantitative method through a survey of Generation Z respondents who actively shop on Shopee. The data obtained were analyzed using the Structural Equation Modeling (SEM) method to test the relationship between the research variables, with individual analysis units, minimal research involvement, and a noncontrived research setting. The results showed that Brand Trust and Online Customer Reviews had a positive effect on Perceived Value and Purchasing Decisions, and Perceived Value was proven to mediate the relationship between the independent variables and purchasing decisions. These findings have implications for e-commerce players in improving consumer trust and shopping experience to encourage purchasing decisions.
The Role of Perceived Value as a Mediating Variable in Purchasing Decisions on Shopee E-Commerce: A Study of Gen Z Nugroho, Irfan Adi; Hartanto, Prasetyo
Jurnal Informatika Ekonomi Bisnis Vol. 8, No. 1 (March 2026)
Publisher : SAFE-Network

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.37034/infeb.v8i1.1364

Abstract

This study aims to analyze the role of perceived value as a mediating variable in the relationship between brand trust and online customer reviews on purchasing decisions in Shopee e-commerce among Generation Z. This study uses a positivist and deductive approach, with a quantitative method through a survey of Generation Z respondents who actively shop on Shopee. The data obtained were analyzed using the Structural Equation Modeling (SEM) method to test the relationship between the research variables, with individual analysis units, minimal research involvement, and a noncontrived research setting. The results showed that Brand Trust and Online Customer Reviews had a positive effect on Perceived Value and Purchasing Decisions, and Perceived Value was proven to mediate the relationship between the independent variables and purchasing decisions. These findings have implications for e-commerce players in improving consumer trust and shopping experience to encourage purchasing decisions.