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Efektivitas Model Reciprocal Teaching Untuk Meningkatkan Keterampilan Berbicara pada Pembelajaran Bahasa Indonesia Anni Malihatul Hawa; Lisa Virdinarti Putra; Ela Suryani; Kartika Yuni Purwanti; Hesti Yunitiara Rizqi
ELSE (Elementary School Education Journal) : Jurnal Pendidikan dan Pembelajaran Sekolah Dasar Vol 8 No 1 (2024): FEBRUARI
Publisher : UNIVERSITAS MUHAMMADIYAH SURABAYA

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.30651/else.v8i1.21779

Abstract

Lack of students' skills in writing and speaking when learning Indonesian. The reciprocal teaching model is an alternative to increase students' effectiveness in writing and speaking in more optimal Indonesian language learning. The aim of this research is to determine the increase in the effectiveness of Indonesian language learning by implementing the reciprocal teaching model. The research was carried out using a quasi-experimental design with descriptive analysis techniques, normality tests, homogeneity tests and hypothesis tests. The research location was carried out at SD Hj. Isriati Moenadi Ungaran, Semarang with the research sample involving 36 students of class V Imam Bonjol as the experimental class and 36 students of V Kartini as the control class. The average score for speaking skills in Indonesian language learning for experimental class students, which was initially 53.58 after treatment using the reciprocal teaching model, increased to 85.69. The results of the paired sample t test also showed a significance value (Sig.) of 0.001 < 0.05. Based on the results of this research, it proves that there has been an increase in speaking skills in Indonesian language learning, and it can be said that the reciprocal teaching model is effective in improving speaking skills in Indonesian language learning for fifth grade students at Hj Elementary School. Isriati Moenadi Ungaran, Semarang.
PENGARUH MODEL PEMBELAJARAN SMALL GROUP DISCUSSION (SGD) BERBANTUAN MEDIA PUZZLE BOX TERHADAP KEMAMPUAN PEMAHAMAN KONSEP SISWA KELAS III SDN BANDUNGAN 01 Thohiriyah, Umie Wahidatun; Rizqi, Hesti Yunitiara; Purwanti, Kartika Yuni
Pendas : Jurnal Ilmiah Pendidikan Dasar Vol. 9 No. 04 (2024): Volume 09 No. 04, Desember 2024.
Publisher : Program Studi Pendidikan Guru Sekolah Dasar FKIP Universitas Pasundan

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.23969/jp.v9i04.16312

Abstract

This research examines the influence of the Small Group Discussion (SGD) learning model assisted by Puzzle Box media on the ability to understand concepts in class III elementary school students. This research uses a quasi-experimental design method with a purposive sampling design. The research subjects were students of class III A and III B at SDN Bandungan 01. Data collection techniques were carried out using tests (pre-test and post-test) and non-tests (observation, questionnaires, unstructured interviews and documentation). Data analysis techniques include normality test, homogeneity test, Independent Sample t-test, and simple linear regression test. The results of the research showed that there was a significant difference in students' conceptual understanding between the experimental group that used the SGD learning model assisted by Puzzle Box media and the control group that did not use it. The average value of students' conceptual understanding in the experimental class (87.28) was higher than in the control class (76.89). Apart from that, there is a significant influence of the SGD learning model assisted by Puzzle Box media on students' ability to understand concepts, with an R Square value of 0.755 or 75.5%. This shows that the SGD learning model assisted by Puzzle Box media can increase students' ability to understand concepts by 75.5%. The conclusion of this research is that the Small Group Discussion (SGD) learning model assisted by Puzzle Box media has proven to be effective in improving the ability to understand concepts in class III elementary school students. The use of Puzzle Box media in the SGD model provides a more interesting and interactive learning experience, so that students are more active in discussing and understanding concepts.  
Pelatihan Pembuatan Aplikasi Game Edukasi Menggunakan Mit App Inventor Bagi Guru Rizqi, Hesti Yunitiara; Rini, Zulmi Roestika; Mujiyono, Sri
Jurnal Masyarakat Madani Indonesia Vol. 3 No. 3 (2024): Agustus
Publisher : Alesha Media Digital

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.59025/nfsz9k17

Abstract

 Pengabdian ditujukan kepada Guru SDN Ungaran 01 Kecamatan Ungaran Barat Kabupaten Semarang. Masalah yang dihadapi mitra adalah guru belum dibekali pengetahuan tentang beberapa jenis game edukasi, kurangnya eksplorasi guru untuk membuat aplikasi game edukasi dan pemanfatannya,  serta  pengetahuan  guru hanya sebatas media yang secara instant dapat digunakan sehingga minimnya guru dalam membuat game edukasi. Metode yang digunakan adalah sosialisasi, demonstrasi dan praktek serta monitoring dan evaluasi. Hasil dari pelatihan ini  peserta kegiatan telah mengalami peningkatan pemahaman guru dengan rata-rata 93,2%, yaitu pengetahuan guru tentang jenis-jenis game edukasi 100%, Pengetahuan tentang game edukasi melalui mitt app inventor 92,5%, dan keterampilan guru dalam membuat game edukasi melalui mitt app inventor 87%. Oleh karena itu, hasil kegiatan  pelatihan  pembuatan aplikasi melalui mitt app inventor  ini  dapat  dikatakan  berhasil  dalam  kategori sangat baik. Mitt app inventor dapat membantu guru dalam melaksanakan pembelajaran sehingga dapat meningkatkan minat dan kemampuan siswa dalam proses belajar. Kegiatan ini diharapkan dapat menjadi salah satu program unggulan yang  dapat  menjadi  salah  satu  sumber  belajar yang dapat digunakan sekolah.
Pelatihan Pengelolaan Website untuk Guru SD Negeri 5 Lerep Kabupaten Semarang Mujiyono, Sri; Sanjaya, Ucta Pradema; Wibisono, Iwan Setiawan; Rizqi, Hesti Yunitiara
Jurnal Masyarakat Madani Indonesia Vol. 4 No. 2 (2025): Mei
Publisher : Alesha Media Digital

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.59025/7n11gm95

Abstract

Transformasi digital dalam pendidikan menjadi kebutuhan mendesak di era akselerasi teknologi, namun keterbatasan literasi teknis di kalangan pendidik dan peserta didik menghambat optimalisasi infrastruktur yang tersedia. Studi kasus di SD Negeri 5 Lerep menunjukkan absennya platform digital resmi sebagai sarana penunjang pembelajaran, padahal website dapat menjadi ekosistem dinamis untuk kolaborasi dan interaksi tanpa batas geografis. Minimnya keterampilan teknis guru menyebabkan potensi transformatif teknologi terabaikan, sehingga diperlukan solusi strategis seperti pelatihan intensif pembuatan website. Program Pengabdian kepada Masyarakat (PkM) dirancang untuk mengubah pendidik dari konsumen pasif menjadi arsitek konten digital, membangun identitas digital sekolah, dan menciptakan ekosistem belajar yang adaptif dan personal. Kegiatan PkM ini berhasil mengembangkan website berbasis WordPress dengan pendekatan hybrid, menggabungkan metode waterfall dan agile, serta fitur seperti drag-and-drop builder dan plugin LearnDash. Hasilnya, terbentuk portal yang tidak hanya memfasilitasi administrasi terpusat, tetapi juga membuka kanal komunikasi transparan antara guru, orang tua, dan murid. Portal aktif SD Negeri 5 Lerep menjadi model replikabel untuk institusi pendidikan dengan keterbatasan serupa, menciptakan jejaring kolaboratif berkelanjutan yang mendorong revolusi cara berpikir dalam pendidikan.
INOVASI PENGELOLAAN TAMAN BACAAN MASYARAKAT SEBAGAI STRATEGI MENINGKATKAN LITERASI ANAK USIA SEKOLAH Anni Malihatul Hawa; Sawaluddin Siregar; Hesti Yunitiara Rizqi; Suyitno
Marsialapari: Jurnal Pengabdian Kepada Masyarakat Vol. 2 No. 3 (2025): Nopember
Publisher : Yayasan Baitul Hikmah al-Zain

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.63424/marsialapari.v2i3.465

Abstract

The low reading interest of school-age children in West Pasaman Regency presents a serious challenge to the development of education and a culture of literacy. This community service program aims to develop innovative management of Community Reading Parks (TBM) as a strategy to improve children's literacy. The background of the activity is based on the fact that most TBMs in this region are not optimally managed, lack innovation, and lack engaging activities for children. The implementation method uses a participatory approach involving TBM managers, teachers, parents, and literacy volunteers. Activities include TBM management training, the provision of creative reading corners, the development of educational game-based literacy programs, and regular mentoring for children. Innovations implemented include storytelling corners, weekly reading clubs, and the integration of simple digital media to attract the interest of the younger generation. The results of the activity show an increase in children's enthusiasm in utilizing TBMs, marked by an increase in the number of daily visits and active involvement in literacy activities. Furthermore, the capacity of TBM managers to design sustainable programs has increased. This program demonstrates that innovative TBM management can be an effective strategy in fostering a culture of literacy among school-age children in West Pasaman.
Perbedaan Kemampuan Berpikir Kritis Siswa Melalui Model Pembelajaran TGT (Team Games Tournament) Berbantuan Media Smart Rocket Small Ita Desi Saputri; Hesti Yunitiara Rizqi
Pendas : Jurnal Ilmiah Pendidikan Dasar Vol. 10 No. 04 (2025): Volume 10 No. 04 Desember 2025 Terbit
Publisher : Program Studi Pendidikan Guru Sekolah Dasar FKIP Universitas Pasundan

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.23969/jp.v10i04.35522

Abstract

This study aims to determine the effect of the Team Games Tournament (TGT) learning model assisted by Smart Rocket Small media on students' critical thinking skills. The research method used is a quantitative approach with a Non-Equivalent Control Group Design. The population in this study consisted of all students at MI Sabilul Huda. The research sample included class VA as the experimental group and class VB as the control group. Data collection techniques involved tests through pretest and posttest, as well as non-test techniques such as observation questionnaires and documentation. Data analysis was conducted using normality tests, homogeneity tests, and independent sample t-tests. The results showed a significant difference in the use of the Team Games Tournament (TGT) model with Smart Rocket Small media on students' critical thinking skills. This is indicated by a significance value of 0.000 < 0.05 in the Independent Sample T-Test, demonstrating different learning outcomes between the experimental and control groups. The average score of the experimental class was 70.6286, which was considerably higher than that of the control class at 63.9714. Based on the findings, it can be concluded that the use of the Team Games Tournament (TGT) learning model with Smart Rocket Small media can improve students' critical thinking skills.
PENGARUH MODEL PEMBELAJARAN PROBLEM BASED LEARNING (PBL) BERBANTUAN MEDIA PIRAMID PINTAR MATEMATIKA TERHADAP KEMAMPUAN PENALARAN MATEMATIS SISWA SD Rizqita Shofia Nabila; Hesti Yunitiara Rizqi
Pendas : Jurnal Ilmiah Pendidikan Dasar Vol. 11 No. 01 (2026): Volume 11 No. 01 Maret 2026 Published
Publisher : Program Studi Pendidikan Guru Sekolah Dasar FKIP Universitas Pasundan

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.23969/jp.v11i01.40660

Abstract

This study aims to determine the effect of the Problem Based Learning (PBL) model assisted by mathematical smart pyramid media on the mathematical reasoning abilities of elementary school students. The background of this research is the low mathematical reasoning ability of students who tend to only memorize formulas without understanding concepts. This research uses a quantitative method with a Quasi-Experimental design. The population in this study were all students of SDN [Nama Sekolah], with the sample divided into an experimental class using the PBL model and a control class using conventional models. Data collection techniques were carried out through pretest and posttest in the form of reasoning description questions. The results showed that there was a significant increase in the mathematical reasoning ability of students in the experimental class compared to the control class. This is evidenced by the results of the t-test and the average N-Gain value which shows that the use of the PBL model assisted by smart pyramid media is more effective in developing students' logical and systematic thinking patterns.
PENERAPAN MODEL PEMBELAJARAN INKUIRI BERBANTUAN LUPIKA TERHADAP PEMECAHAN MASALAH SISWA SD KELAS 4 SD Lahagu, Anania; Yunitiara Rizqi, Hesti
Pendas : Jurnal Ilmiah Pendidikan Dasar Vol. 11 No. 01 (2026): Volume 11 No. 01 Maret 2026 Published
Publisher : Program Studi Pendidikan Guru Sekolah Dasar FKIP Universitas Pasundan

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.23969/jp.v11i01.41158

Abstract

The low problem-solving ability of elementary school students remains a major issue in mathematics learning, mainly due to teacher-centered instruction and limited use of innovative learning media. This study aims to examine the effect of the inquiry learning model assisted by Lupika media on fourth-grade students’ problem-solving ability. This research employed a quantitative approach using a quasi-experimental design with a nonequivalent control group. The participants were fourth-grade students of SD Negeri Karangjati 04, divided into an experimental class and a control class. Data were collected through problem-solving ability tests, student response questionnaires, and observation sheets of learning implementation. The data were analyzed using an independent sample t-test and simple linear regression analysis. The results indicate a significant difference in problem-solving ability between students taught using the inquiry learning model assisted by Lupika media and those taught using conventional learning. Furthermore, the inquiry learning model assisted by Lupika media has a positive and significant effect on students’ problem-solving ability. These findings suggest that integrating inquiry-based learning with educational game media enhances student engagement, conceptual understanding, and logical thinking skills in solving mathematical problems. Therefore, the inquiry learning model assisted by Lupika media is effective and can be used as an alternative learning strategy to improve elementary students’ mathematical problem-solving ability.
DAMPAK PENGGUNAAN MODEL PEMBELAJARAN GAME BASED LEARNING BERBANTUAN PATEM TERHADAP KEMAMPUAN PEMAHAMAN KONSEP SISWA SEKOLAH DASAR Weli Kusmira Gulo; Hesti Yunitiara Rizqi
Pendas : Jurnal Ilmiah Pendidikan Dasar Vol. 11 No. 01 (2026): Volume 11 No. 01 Maret 2026 Publish
Publisher : Program Studi Pendidikan Guru Sekolah Dasar FKIP Universitas Pasundan

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.23969/jp.v11i01.41479

Abstract

The purpose of this study was to examine the differences and the effect of the use of the Game-Based Learning model assisted by shooting board media on elementary school students’ conceptual understanding. This study was motivated by the low level of conceptual understanding among second-grade students at SD Negeri Karangjati 04, which was caused by the use of conventional learning models and less varied instructional media. This research employed a quantitative approach using a quasi-experimental design. The research subjects consisted of students in class IIA as the experimental group and class IIB as the control group, with a total of 40 students. Data collection techniques included conceptual understanding tests, observation sheets, and student response questionnaires. Data analysis was conducted through prerequisite tests, including normality and homogeneity tests, followed by an independent sample t-test and simple linear regression analysis. The results showed that there was a significant difference in students’ conceptual understanding between those who were taught using the Game-Based Learning model assisted by shooting board media and those who received conventional instruction. Furthermore, the regression analysis indicated that the Game-Based Learning model assisted by shooting board media had a significant effect on students’ conceptual understanding. Therefore, the Game-Based Learning model assisted by shooting board media is effective in improving elementary school students’ conceptual understanding, particularly at the lower grade level.
Pendampingan pembuatan ethno-comic sebagai sarana penguatan karakter nasionalis siswa dalam pembelajaran matematika Rizqi, Hesti Yunitiara; Suhirno, Suhirno; Purwanti, Rina; Budiyanto, Ari Eko; Lesa, Misela Marda; Putri, Chelsi Arifina
SELAPARANG: Jurnal Pengabdian Masyarakat Berkemajuan Vol 10, No 1 (2026): February
Publisher : Universitas Muhammadiyah Mataram

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.31764/jpmb.v10i1.37970

Abstract

Abstrak Pembelajaran matematika sering dipandang pembelajaran paling sulit dan kurang menarik oleh siswa karena memuat perhitungan, simbol, serta konsep abstrak yang kompleks. Hal tersebut berdampak pada rendahnya motivasi belajar siswa. Kondisi ini disebabkan oleh salah satu faktor yaitu terbatasnya kreativitas guru dalam mengembangkan media pembelajaran yang sesuai dengan karakteristik dan kebutuhan siswa. Alternatif yang dirasa mudah dan efektif dalam mengembangkan media adalah media komik yang memuat etnomatematika dengan mengaitkan konsep matematika dan budaya lokal. Tujuan kegiatan ini adalah untuk mendampingi guru dalam pembuatan media ethno-comic sebagai sarana pembelajaran matematika sekaligus penguatan karakter nasionalis siswa. Kegiatan pengabdian dilaksanakan di MA Al Bidayah Candi Bandungan dengan  peserta dari kalangan guru sebanyak 18 orang. Metode yang digunakan yaitu hands-on practice. Hasil kegiatan menunjukkan bahwa sebesar 94,4% peserta memahami konsep etnomatematika dan mampu menjelaskan keterkaitannya dengan pembelajaran, 88,8% peserta mampu menggunakan media pembelajaran yang memuat etnomatematika, dan 83,3% peserta menghasilkan media pembelajaran ethno-comic yang siap digunakan dalam proses pembelajaran. Dengan demikian, pendampingan pembuatan ethno-comic menjadi solusi efektif dalam meningkatkan kreatifitas guru dan kualitas pembelajaran matematika yang berorientasi pada penguatan karakter nasionalis siswa. Kata kunci: Ethno-comic; karakter nasionalis; pembelajaran matematika. Abstract Mathematics learning is often considered the most difficult and least interesting subject by students because it involves complex calculations, symbols, and abstract concepts. This has an impact on low student learning motivation. This condition is caused by one factor, namely the limited creativity of teachers in developing learning media that are appropriate to the characteristics and needs of students. An alternative that is considered easy and effective in developing media is comic media containing ethnomathematics by linking mathematical concepts and local culture. The purpose of this activity is to assist teachers in creating ethno-comic media as a means of learning mathematics while strengthening students' nationalist character. The community service activity was held at MA Al Bidayah Candi Bandungan, with 18 teachers participating. The method used was hands-on practice. The method used was hands-on practice. The results of the activity showed that 94.4% of participants understood the concept of ethnomathematics and were able to explain its relationship to learning, 88.8% of participants were able to use learning media containing ethnomathematics, and 83.3% of participants produced ethno-comic learning media that were ready to be used in the learning process. Thus, mentoring in creating ethno-comics is an effective solution in increasing teacher creativity and the quality of mathematics learning that is oriented towards strengthening students' nationalist character. Keywords: ethno-comic; national character; mathematics learning