Claim Missing Document
Check
Articles

PENGARUH PENGGUNAAN MEDIA LOOSE PART TERHADAP KEMAMPUAN MOTORIK HALUS DAN KREATIVITAS ANAK KELOMPOK A DI TK CERDAS KABUPATEN BANYUWANGI TAHUN PELAJARAN 2022/2023 Fatma, Patmawati; Waris, Waris; Kustiyowati, Kustiyowati
Jurnal Darussalam: Jurnal Pendidikan, Komunikasi dan Pemikiran Hukum Islam Vol. 15 No. 1 (2023): September 2023
Publisher : IAI Darussalam

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.30739/darussalam.v15i1.2489

Abstract

This study aims to determine the effect of using Loose Part media on fine motor skills and creativity of group A children in Smart Kindergarten, Banyuwangi Regency. The problem of not achieving fine motor skills and children's creativity optimally is the main background of this research. This study uses a quantitative descriptive approach, the type of research is pre-experimental design and the research pattern is one-group pretest-posttest. Collecting data using observation techniques, interviews and documentation. The research subjects were 17 children using purposive sampling method. Data analysis used the SPSS 25 statistical test. The results of the first hypothesis test had a significance value of 0.000, the results of the second hypothesis test had a significance value of 0.000 and the third hypothesis test had a significance value of 0.002, which means that the hypothesis is accepted. Conclusion: 1) There is an effect of using Loose Part media on children's fine motor skills, 2) There is an effect of using Loose Part media on children's Creativity. 3) There is an effect of using Loose Part media on fine motor skills and creativity of Group A children in Smart Kindergarten, Banyuwangi Regency.
The Influence of Project-Based Complex Instruction (CI) Collaborative Learning Models and Learning Motivation on Elementary School Students’ Problem Solving Skill Eges Triwahyuni; Bahriyatin; Kustiyowati
Jurnal Penelitian Pendidikan IPA Vol 10 No 9 (2024): September
Publisher : Postgraduate, University of Mataram

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.29303/jppipa.v10i9.8844

Abstract

The problems solving skills of class V students in mathematics learning are still relatively low. One of the things that causes this is the teacher's tendency to carry out learning conventionally through lecture, question and answer and assignment methods. Teachers have a dominant role in finding, processing and explaining the material being taught. Students are not given the freedom to elaborate on the material taught through collaboration with their peers. The objectives of this research are: to describe the influence of the project-based CI Collaborative Learning Model on students' problems solving skills; Describe the interaction between the project-based CI Collaborative Learning Model and learning motivation on students' problems solving skills. The research method used was Quasi Experiment with a Nonequivalent Pretest-Posttest Only Control Group Design. The research instruments used were problem solving skills tests and learning motivation questionnaires. The results of the homogeneity test and normality test of problems solving skill show that the sample variance is homogeneous and normally distributed. After fulfilling the prerequisite tests, a hypothesis test is carried out and it can be concluded that the project-based CI Collaborative Learning Model has a significant effect on students' problems solving skills. Apart from that, there is no interaction between the project-based CI Collaborative Learning Model and learning motivation on students' problems solving skills
The Effect of Wordwall-Based Word Card Media on Increasing Creativity and Cognitive Development in Kindergarten Herwanto; Eges Triwahyuni; Kustiyowati
Jurnal Penelitian Pendidikan IPA Vol 11 No 8 (2025): August
Publisher : Postgraduate, University of Mataram

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.29303/jppipa.v11i8.11868

Abstract

The transition period to formal schooling begins at the kindergarten level. The word card media in this study uses Wordwall-based. The objectives of this research are: To determine the effect of Wordwall-based Word Card Media on the creativity of students at TK Kemala Bhayangkari 21, and to determine the effect of Wordwall-based Word Card Media on the cognitive development of children at TK Kemala Bhayangkari 21. In this study, a quantitative approach is applied. The method used is a quasi-experiment. The research results show data that the Asymp sig (2-tailed) value is 0.000 < 0.05. These results can be concluded that there is a difference in creativity before and after the implementation of Wordwall-based Word Card Media. Secondly, based on the output results in the regression test and its interpretation, a significance value of 0.000 < 0.05 will be obtained, which means that there is an influence of Wordwall-based Word Card Media on children's cognitive development. the questionnaire on the use of Wordwall-based card Media and the student creativity questionnaire. The basis for drawing conclusions is if the sig. linearity deviation value > 0.05.
Development of Interactive E-Book Based on Book Creator to Improve Creativity of Vocational High School Students Hendro Eko Handoko; Eges Triwahyuni; Kustiyowati Kustiyowati
Jurnal Penelitian Pendidikan IPA Vol 11 No 8 (2025): August
Publisher : Postgraduate, University of Mataram

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.29303/jppipa.v11i8.11883

Abstract

This study was conducted at SMKN to address the lack of media variation in vocational education and to improve student creativity, especially in the Computer and Network Engineering (TKJ) major. The objective was to develop an interactive e-book based on Book Creator and examine its development process and effectiveness. The research used the ADDIE model (Analyze, Design, Develop, Implement, Evaluate) within the R&D framework. Instruments included expert validation sheets, student response questionnaires, pretests, posttests, and observation forms. The developed media presented learning content with interactive features such as text, audio, video, animations, and quizzes. Results showed that media validation scored 92%, material 91.01%, student response 97.9%, and pretest-posttest instrument validity over 90%. The e-book effectively increased students’ creativity: fluency improved from 62.1 to 83.4 (N-Gain 0.56), originality from 58.9 to 81.7 (N-Gain 0.53), flexibility from 60.5 to 85.0 (N-Gain 0.61), and elaboration from 64.0 to 84.5 (N-Gain 0.58). The overall N-Gain score was 0.58 (medium category). A paired t-test (p = 0.000 < 0.05) confirmed significant improvement. Student and teacher responses also indicated the media was enjoyable, easy to use, and facilitated concept understanding. In conclusion, the Book Creator-based interactive e-book is valid, practical, and effective in fostering creativity among vocational students and supports 21st-century learning.
The Urgency of STEM Learning Approach in Improving Students' Creative Thinking and Collaboration Skills Ichwan Zarkasi Brillyano Gunawan; Rina Sugiarti Dwi Gita; Kustiyowati
Jurnal Penelitian Pendidikan IPA Vol 11 No 9 (2025): September
Publisher : Postgraduate, University of Mataram

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.29303/jppipa.v11i9.11890

Abstract

This study analyzes the urgency of the STEM (Science, Technology, Engineering, and Mathematics) learning approach in improving students' creative thinking and collaboration skills. Using the Systematic Literature Review (SLR) method with PRISMA protocol for transparency, this study conducted a bibliometric analysis of 52 relevant international journal publications from Scopus. Data visualization, including network analysis using VOSviewer, showed that STEM is a highly concentrated central concept, indicating significant relevance and research interest. The creativity and 21st century skills nodes were consistently closely connected to STEM, with a trend of rapidly increasing attention through 2023. The high density of the words "student" and "education" also confirms the research focus on the subject and context of learning. Collaboration, as an integral part of 21st century skills, reinforces the relevance of this discussion in the STEM context. This study validates the urgency of the STEM approach as an essential strategy to optimize students' creative thinking and collaboration skills, preparing them for the complexities and global challenges of the 21st century.
The Effect of the Cooperative Learning Group-Based Google Sites Method on Reading Comprehension and Learning Motivation of Vocational High School Students Tutik Alawiyah; Kustiyowati; Eges Triwahyuni
Jurnal Penelitian Pendidikan IPA Vol 11 No 9 (2025): September
Publisher : Postgraduate, University of Mataram

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.29303/jppipa.v11i9.12331

Abstract

The aimed of this study to examine the effect of the Cooperative Learning Group method based on Google Site on students' reading comprehension and learning motivation in English. The study employed a quasi-experimental method using a non-randomized control group pre-test and post-test design. The sample consisted of two classes of 34 students each from the Accounting Department at SMK Negeri. The experimental class used the Google Sites-Based Cooperative Learning Group Method, while the control class used traditional lecture methods. The results showed a significant improvement in reading comprehension and motivation in the experimental class compared to the control group, with the experimental group showing an average posttest 49.41, compared to 40,29 in the control group. The t-test showed a significant difference (p=000024). N-gain Analysis demonstrated that the experimental group (mean = 0.1726, SD = 0.0897) experienced a greater improvement in reading comprehension compared to the control group (mean = 0.0183, SD = 0.0446). Furthermore, The Google Sites-Based Cooperative Learning Group Method successfully enhanced collaborative engagement and provided flexible digital resources that stimulated active learning.
The Effect of the Jumbo Snakes and Ladders Game Media on the Motor Development and Numeracy Ability of Kindergarten Children Ami Ari Mami; Eges Triwahyuni; Kustiyowati
Jurnal Penelitian Pendidikan IPA Vol 11 No 10 (2025): October
Publisher : Postgraduate, University of Mataram

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.29303/jppipa.v11i10.12661

Abstract

The golden age of lifelong learning begins when children are between the ages of 0 and 6. The objectives of this research are to determine the effect of the giant snakes and ladders game media on children's motor development and counting skills at Nusa Indah Kindergarten, and to determine the effect of the giant snakes and ladders game media on children's counting skills at Nusa Indah Kindergarten. This study uses a quantitative approach with a quasi-experimental research design. The results of this study indicate that the learning outcomes of early childhood students in group B at Nusa Indah Kindergarten, through the jumbo snakes and ladders game model, can improve children's motor development. Second, the jumbo snakes and ladders game model can also improve the counting abilities of early childhood students.
The Effect of the Field Trip Learning Method on Student Activeness and Learning Outcomes at Junior high school Titik Supaida; Kustiyowati Kustiyowati; Eges Triwahyuni
Jurnal Penelitian Pendidikan IPA Vol 11 No 10 (2025): October
Publisher : Postgraduate, University of Mataram

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.29303/jppipa.v11i10.12662

Abstract

This study aimed to examine the effect of the Field Trip learning model on student activeness and learning outcomes in English subjects. The research employed a quasi-experimental design with two groups, namely the experimental class that received Field Trip-based instruction and the control class that used conventional teaching methods. Data were collected through observation sheets to measure student activeness and pretest–posttest instruments to assess cognitive learning outcomes. The findings revealed that students in the experimental class demonstrated higher levels of participation, especially in asking questions, discussing, and drawing conclusions, compared to the control class. Furthermore, the posttest scores of the experimental group were significantly higher, indicating that the Field Trip model effectively enhanced students’ cognitive achievement. These results suggest that learning through direct experience can foster meaningful engagement and strengthen conceptual understanding. Practically, the Field Trip model can serve as an alternative strategy to improve classroom interaction and academic performance. Theoretically, this study supports the constructivist view that knowledge is better constructed through contextual and experiential learning. It is concluded that the Field Trip learning model not only improves academic outcomes but also contributes to the development of twenty-first century skills
The Pengembangan Model Pembelajaran MOOC Berbasis Kecerdasan Buatan (AI) untuk Meningkatkan Literasi Digital  Kustiyowati Kustiyowati; Rina Sugiarti Dwi Gita; Annisaa Dwi Ayu Permatasari; Ichwan Zarkasi Brillyano Gunawan
Jurnal Penelitian Pendidikan IPA Vol 11 No 11 (2025): November
Publisher : Postgraduate, University of Mataram

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.29303/jppipa.v11i11.12952

Abstract

This study develops and implements a novel Artificial Intelligence (AI)-based MOOCs learning model specifically designed to enhance students’ digital literacy in higher education. Unlike previous studies that focused mainly on content delivery or platform usability, this research integrates adaptive AI algorithms and personalized feedback features into MOOCs to foster more effective and measurable digital literacy development. Using a Research and Development (R&D) approach, the process comprised needs analysis, planning, prototype design, field trials, revisions, and dissemination. The research involved 135 students. Data were collected through observations, questionnaires, interviews, and documentation, and analyzed using both quantitative and qualitative methods. The findings reveal that the AI-based MOOCs model significantly improved students’ digital literacy across all testing phases, with consistent gains shown by the 135 participating students. User feedback confirmed that the model is efficient, adaptive, and practical for classroom application. Furthermore, dissemination activities received a positive response from institutions, lecturers, and students, highlighting its potential for wider adoption. The study concludes that the proposed AI-enhanced MOOCs model provides a scalable and sustainable framework for strengthening digital literacy in higher education, offering empirical evidence for its broader institutional adoption.
Pelatihan Pembuatan Media Pembelajaran Berbasis Game Based Learning Eges Triwahyuni; Kustiyowati
Diakoneo : Jurnal Pengabdian kepada Masyarakat Vol. 1 No. 1 (2024): Desember
Publisher : Politeknik Negeri Kupang

Show Abstract | Download Original | Original Source | Check in Google Scholar

Abstract

Pendidikan merupakan kunci utama dalam menghasilkan sumber daya manusia yang berkualitas. Peranan guru dalam kegiatan belajar mengajar merupakan salah satu bagian utama dalam proses pendidikan. Masih banyak guru yang belum memanfaatkan teknologi dalam kegiatan belajar mengajar. Oleh sebab itu perlu adanya peningkatan kompetensi guru mengenai pemanfaatan teknologi melalui kegiatan Pengabdian Kepada Masyarakat (PKM). Tridarma perguruan tinggi merupakan wujud peran serta dosen dan mahasiswa, sebagai salah satu bentuk tridarma adalah PKM. Pada era industri 5.0 Guru dituntut untuk memiliki kemampuan lebih dalam memanfaatkan teknologi sebagai sumber pembelajaran. Pelatihan Pembuatan Media Pembelajaran Barbasis Game Based Learning dipilih sebagai media pendukung pembelajaran agar dapat menghasilkan suatu pembelajaran yang menarik dan tidak membosankan berbasis visual dan grafis. Kegiatan PKM dilaksanakan pada Sekolah Dasar Semboro 04 Kabupaten Jember. Artikel ini ditulis menggunakan pendekatan kualitatif dengan menggunakan data dan paparan yang bersumber dari hasil pelatihan Guru Serta bersumber dari kajian literature yang relevan. Dengan dilaksanakan kegiatan ini para guru memiliki kompetensi lebih dalam pemanfaatan teknologi dan telah berhasil membangun media pembelajaran sendiri. Selain itu kreativitas guru menjadi meningkat dengan adanya kegiatan ini.