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Penggunaan Desain Pembelajaran Market Day dalam Memfasilitasi Kemampuan Literasi Finansial Anak Usia 5-6 Tahun Devi Indrianti; Edi Hendri Mulyana; Dindin Abdul Muiz Lidinillah
Jurnal Kewarganegaraan Vol 6 No 2 (2022): Desember 2022
Publisher : UNIVERSITAS PGRI YOGYAKARTA

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.31316/jk.v6i2.4002

Abstract

Abstrak Penelitian ini dilatar belakangi karena kurangnya desain pembelajaran yang dapat memfasilitasi kemampuan literasi finansial anak usia 5-6 tahun. Selain itu, kurangnya pemahaman guru bahwa literasi finansial penting untuk disampaikan sejak dini membuat literasi finansial ini tidak tersampaikan dengan baik kepada anak. Adapun penelitian ini bertujuan untuk menghasilkan desain pembelajaran yang menarik minat anak yaitu berupa desain pembelajaran market day. Metode penelitian yang digunakan yaitu DBR (design based research) dengan model Greivemeijer dan Cobb (2006). Dalam penelitian ini, data yang dikumpulkan melalui wawancara dengan guru , yang selanjutnya dianalisis untuk kemudian dibuat Hyphothetical Learning Trajectory. Dalam penelitian ini dilakukan 2 tahap uji coba dengan sekolah yang berbeda. Hasil penelitian ini menyatakan bahwa perangkat pembelajaran yang dikembangkan sudah sesuai baik dari segi Rencana Pelaksanaan pembelajaran (RPP), lembar Kerja Perserta Didik (LKPD), instrumen ketercapaian efektivitas produk sebagai perbandingan hasil pembelajaran setelah menggunakan desain pembelajaran market day dan instrument keterpakaian produk oleh guru sebagai penilai desain pembelajaran market day ini valid, praktis dan dapat digunakan untuk memfasilitasi kemampuan literasi finansial anak usia 5-6 tahun.Kata Kunci: Market Day; Literasi Finansial, Anak AbstractThis research is motivated by the lack of learning designs that can facilitate the financial literacy abilities of children aged 5-6 years. In addition, the teacher's lack of understanding that financial literacy is important to be conveyed from an early age makes this financial literacy not conveyed properly to children. This research aims to produce a learning design that attracts children's interest in the form of a market day learning design. The research method used is DBR (Design Based Research) with Greivemeijer and Cobb (2006) models. In this study, data were collected through interviews with teachers, which were then analyzed to make a hypothetical learning trajectory. In this study, two trials were conducted with different schools. The results of this study state that the learning tools developed are appropriate both in terms of the learning implementation plan (RPP), the Student Worksheet (LKPD), the instrument for achieving product effectiveness as a comparison of learning outcomes after using the market day learning design and the product usage instrument by the teacher as This market day learning design appraiser is valid, practical and can be used to facilitate the financial literacy skills of children aged 5-6 years.Keywoards: Market Day; Financial Literacy, Children
Polygon Area Board Game for Building Thinking Skills in Area Conservation and Measurement Karlimah Karlimah; Dindin Abdul Muiz Lidinillah; Supriadi Supriadi; Ika Fitri Apriani; Sofi Mutiara Insani
ZERO: Jurnal Sains, Matematika dan Terapan Vol 9, No 2 (2025): Zero: Jurnal Sains Matematika dan Terapan
Publisher : UIN Sumatera Utara

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.30829/zero.v9i2.26017

Abstract

This study aimed to develop a board game to enhance fifth-grade students' understanding of area concepts and the law of conservation of area in polygons. The research employed the ADDIE model, covering analysis, design, development, implementation, and evaluation stages. Expert validation and classroom trials were conducted to assess validity, practicality, and effectiveness. The results showed that the board game achieved a validity score of 89% (very feasible) and improved students' test performance by 23%. Students exhibited high engagement and active participation during learning activities. The study highlights the importance of integrating design elements such as layout, color, and illustration to support conceptual understanding. It concludes that well-designed board games can effectively foster critical thinking and motivation in elementary mathematics learning.
PELATIHAN KETERAMPILAN DIGITAL LITERACY DAN CONTENT CREATOR KELOMPOK PEMUDA DI DESA SUKAJADI KABUPATEN CIAMIS Ika Fitri Apriani; Dindin Abdul Muiz Lidinillah; Akhmad Nugraha; Asep Nuryadin; Lilis Susilawati
DEDIKASI: Community Service Reports Vol 7, No 1 (2025): DEDIKASI: Community Service Report - January
Publisher : FKIP Universitas Sebelas Maret

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.20961/dedikasi.v7i1.93939

Abstract

Seiring dengan perkembangan teknologi informasi yang semakin pesat, kemampuan literasi digital menjadi salah satu keterampilan yang sangat penting untuk dimiliki, terutama bagi generasi muda yang merupakan tulang punggung masa depan desa. Adanya pelatihan ini bertujuan untuk meningkatkan keterampilan digital literacy dan content creator. Pelatihan ini berlokasi di Desa Sukajadi Kabupaten Ciamis. Subjek dalam pelatihan ialah kelompok pemuda di Desa Sukajadi Kabupaten Ciamis sebanyak 40 peserta berusia 18-40 tahun. Metode yang digunakan berupa pelatihan dengan tahapan persiapan, pelaksanaan, evaluasi dan tindak lanjut. Hasil yang telah dicapai adalah: 1) pada tahap persiapan, koordinasi dengan pihak desa dan karang taruna Desa Sukajadi terjalin dengan baik; 2) pada tahap pelaksanaan, dilakukan dengan dua kegiatan, yakni pemaparan materi dan praktik bagaimana cara menjadi content creator yang dilaksanakan di Aula Desa Sukajadi di Jalan Desa Sukajadi; 3) pematerian disampaikan dalam rangka memberikan pemahaman tentang konsep dasar literasi digital dan menumbuhkan keterampilan menjadi konten kreator; 4) hasil evaluasi menunjukkan bahwa pelatihan ini berdampak terhadap meningkatkanya pemahaman literasi digital dan mereka dapat memanfaatkan teknologi digital secara maksimal untuk kemajuan diri dan desanya.
DESAIN PEMBELAJARAN STEM PROYEK STRAW BRIDGE UNTUK MENGEMBANGKAN KEMAMPUAN BERPIKIR KOMPUTASIONAL SISWA SEKOLAH DASAR Gian Tino Juniar; Dindin Abdul Muiz Lidhinillah; Srie Mulyati
Didaktik : Jurnal Ilmiah PGSD STKIP Subang Vol. 12 No. 03 (2026): Volume 12 No. 3, September 2026 Publish
Publisher : STKIP Subang

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.36989/didaktik.v12i03.16379

Abstract

This research aims to develop a STEM project-based learning design using Straw Bridge to develop computational thinking skills of fifth-grade elementary school students. The method used is Educational Design Research (EDR) by McKenney & Reeves (2018), consisting of three stages: analysis and exploration, design and construction, and evaluation and reflection. The analysis and exploration stage was conducted through literature review and field study, revealing that computational thinking skills of elementary school students in Indonesia are still low, especially in algorithmic and debugging aspects. The design and construction stage produced a learning design with EDP syntax (Ask, Imagine, Plan, Create, Improve), a Student Worksheet (LKPD), and a performance assessment rubric. Validation results showed that the teaching module obtained 76% (feasible), the LKPD obtained 96.66% (very feasible), and the performance rubric obtained 78.18% (feasible). Trial implementation at SDN Gunungkoneng with 25 fifth-grade students showed that the Straw Bridge STEM learning design effectively facilitated the development of four aspects of students' computational thinking: decomposition, pattern recognition, algorithm, and debugging. The results indicate that STEM project-based learning can develop students' computational thinking skills in an authentic and meaningful context.
HUBUNGAN SELF-EFFICACY TERHADAP KEMAMPUAN NUMERASI SISWA KELAS V DALAM MENYELESAIKAN SOAL NUMERASI TIPE AKM Sephia Silviana; Dindin Abdul Muiz
Primary Education Journals (Jurnal Ke-SD-An) Vol 6 No 2 (2026): JULI 2026
Publisher : Universitas Islam Raden Rahmat Malang

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.36636/primed.v6i2.7856

Abstract

Tujuan penelitian ini adalah untuk mengetahui ada tidaknya hubungan yang signifikan antara self efficacydengan kemampuan numerasi pada siswa kelas V di Kecamatan Purbaratu Kota Tasikmalaya dalam menyelesaikan soal numerasi AKM. Metode yang digunakan adalah penelitian kuantitatif denganmodel korelasional. Data diperoleh dengan membagikan angket self efficacy dan soal tes numerasi kepada siswa. Berdasarkan korelasi Pearson, diperoleh hasil0,723, lebih besar dari r hitung sebesar 0,166 pada taraf signifikansi 5%. Artinya H0 ditolak dan H1 diterima. Analisis data di atas menghasilkan kesimpulan bahwa self efficacy memiliki hubungan erat dengan keterampilan numerasi. Dapat disimpulkan bahwa semakin tinggi self efficacy siswa, semakin tinggi pula keterampilan numerasinya.
ACTUAL LEARNING TRAJECTORY SISWA PADA PEMBELAJARAN ETNOMATEMATIKA BERBASIS PERMAINAN LAYANG-LAYANG DALAM KONSEP GEOMETRI KELAS IV Lilis Selviana Dewi; Dindin Abdul Muiz Lidinillah; Pidi Mohamad Setiadi
Didaktik : Jurnal Ilmiah PGSD STKIP Subang Vol. 12 No. 03 (2026): Volume 12 No. 03, September 2026 Published
Publisher : STKIP Subang

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.36989/didaktik.v12i03.17326

Abstract

Geometry learning in elementary schools remains challenging due to the abstract nature of geometric concepts, making it difficult for students to develop meaningful conceptual understanding. One approach to addressing this issue is integrating cultural contexts into mathematics instruction through ethnomathematics, enabling students to relate mathematical concepts to their everyday experiences. This study aimed to describe the students' Actual Learning Trajectory in ethnomathematics-based learning using the traditional kite game to support the understanding of geometry concepts in fourth-grade elementary students. The study employed the Educational Design Research (EDR) approach involving 25 fourth-grade students from an elementary school in Tasikmalaya. Data were collected through classroom observations, interviews, documentation, and students' work, and were analyzed descriptively to identify the learning trajectory that emerged during the instructional process. The findings revealed that the students' actual learning trajectory developed progressively, beginning with recognizing the traditional kite game as a cultural context, identifying geometric elements of the kite, exploring the properties of plane figures, and finally relating geometric concepts to real-life experiences. The ethnomathematics-based learning approach provided a more contextual learning experience, promoted students' active participation, and facilitated a more concrete understanding of geometry concepts. These findings indicate that the traditional kite game serves as an effective cultural context for developing students' learning trajectories in elementary geometry learning.
Implementasi Pembelajaran Berbasis Steam Melalui Proyek Kincir Angin Pada Anak Usia 5-6 Tahun Di TK Rancabogo Resti Widiyanti; Dindin Abdul Muiz Lidinillah; Qonita Qonita
Ar-Raihanah: Jurnal Pendidikan Islam Anak Usia Dini Vol. 6 No. 2 (2026): Ar-Raihanah: Jurnal Pendidikan Islam Anak Usia Dini
Publisher : Sekolah Tinggi Agama Islam Al-Kifayah Riau

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.53398/arraihanah.v6i2.1179

Abstract

This study aimed to describe the implementation of Science, Technology, Engineering, Arts, and Mathematics (STEAM)-based learning through a windmill-making project for children aged 5–6 years at TK PGRI Rancabogo. The study employed a qualitative approach involving 10 children in Group B aged 5–6 years and one classroom teacher as the research participants. Data were collected through observation, interviews, and documentation. Data analysis followed the Miles, Huberman, and Saldaña model, including data condensation, data display, and conclusion drawing. The findings revealed that the windmill-making project successfully integrated the five STEAM components into a unified learning activity. The Science component was reflected in children's observations of the relationship between wind and the movement of the windmill. Technology was demonstrated through the use of various tools and materials during the construction process. Engineering emerged as children designed, assembled, tested, and refined the windmill to function properly. Art was represented through children's selection of colors and the creation of diverse windmill designs based on their creativity. Mathematics was integrated through activities involving the identification of geometric shapes, counting the number of sides, and comparing the speed of the windmill's rotation. Overall, the project provided meaningful, hands-on learning experiences that actively engaged children while integrating STEAM concepts in an authentic learning context
Implementasi Pembelajaran Berbasis Steam Melalui Kegiatan Ecoprint Pada Anak Usia 5–6 Tahun Di TK FII Mardhotillah Alfika Nabila; Dindin Abdul Muiz Lidinillah; Qonita Qonita
Ar-Raihanah: Jurnal Pendidikan Islam Anak Usia Dini Vol. 6 No. 2 (2026): Ar-Raihanah: Jurnal Pendidikan Islam Anak Usia Dini
Publisher : Sekolah Tinggi Agama Islam Al-Kifayah Riau

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.53398/arraihanah.v6i2.1181

Abstract

Science, Technology, Engineering, Art, and Mathematics (STEAM)-based learning requires learning activities that provide direct learning experiences for young children. One activity with the potential to support the implementation of STEAM-based learning is ecoprint. This study aimed to describe the implementation of STEAM-based learning through ecoprint activities for children aged 5–6 years at TK Fii Mardhotillah. This study employed a qualitative method with a descriptive approach. The participants consisted of one classroom teacher and ten children aged 5–6 years from Group B1. Data were collected through observation, interviews, and documentation, and analyzed using the Miles, Huberman, and Saldaña model, including data condensation, data display, and conclusion drawing. The findings revealed that the implementation of STEAM-based learning through ecoprint activities demonstrated the Science aspect through observing the characteristics of natural materials, Technology through the use of simple tools and materials, Engineering through arranging, testing, and refining the artwork, Art through creating artwork based on children's ideas, and Mathematics through introducing the concepts of shape, size, and sequence, which were integrated through scaffolding activities within the learning process. Ecoprint activities also provided opportunities for children to actively engage in exploration, decision-making, and simple problem-solving throughout the learning process. Therefore, within the context of this study, ecoprint has the potential to serve as an alternative approach for implementing STEAM-based learning in early childhood education.
Implementasi Pembelajaran Berbasis Steam Melalui Kegiatan Membuat Perahu Nelayan Pada Anak Usia 5-6 Di TK Fii Mardhotillah Shofia Zahra Rizqia; Dindin Abdul Muiz Lidinillah; Qonita Qonita
Ar-Raihanah: Jurnal Pendidikan Islam Anak Usia Dini Vol. 6 No. 2 (2026): Ar-Raihanah: Jurnal Pendidikan Islam Anak Usia Dini
Publisher : Sekolah Tinggi Agama Islam Al-Kifayah Riau

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.53398/arraihanah.v6i2.1184

Abstract

STEAM (Science, Technology, Engineering, Arts, and Mathematics) learning for early childhood can provide meaningful learning experiences through exploration, experimentation, and problem-solving activities. However, research examining the implementation of STEAM through integrated project-based activities and the emergence of various children's abilities during the learning process is still limited. This study aims to describe the implementation of STEAM learning through the activity of making a fishing boat and examine the various abilities that emerge during the learning process. This study used a qualitative method. The research participants consisted of 11 children aged 5–6 years from Group B1 of Fii Mardhotillah Kindergarten, while the interview informants were class teachers. Data were collected through observation, interviews, and documentation studies. Data analysis used the Miles & Huberman model which includes data reduction, data presentation, and drawing conclusions. The results showed that all elements of STEAM were implemented in an integrated manner in the learning activities. During the learning process, children demonstrated basic science process skills. In addition, the boat-making activity also fostered problem-solving skills through the process of testing and improving designs, developing creativity in product design, and active involvement of children during the learning process. This study concludes that STEAM learning through fishing boat-building activities provides meaningful, contextual, and integrated learning experiences that support the development of various early childhood abilities. The findings are expected to serve as a reference for early childhood education teachers in designing more innovative and meaningful project-based STEAM learning
Implementasi Pembelajaran berbasis STEAM melalui Kegiatan Pembuatan Gasing di TK PGRI Purbaratu Gusthine Almeera Irawan; Dindin Abdul Muiz Lidinillah; Qonita Qonita
Ar-Raihanah: Jurnal Pendidikan Islam Anak Usia Dini Vol. 6 No. 2 (2026): Ar-Raihanah: Jurnal Pendidikan Islam Anak Usia Dini
Publisher : Sekolah Tinggi Agama Islam Al-Kifayah Riau

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.53398/arraihanah.v6i2.1185

Abstract

STEAM (Science, Technology, Engineering, Arts, and Mathematics)-based learning is an approach that can be used to develop various 21st-century skills in early childhood through active and meaningful learning experiences. This study aimed to describe the implementation of STEAM-based learning through a spinning-top making activity for children aged 5–6 years at TK PGRI Purbaratu. This study employed a qualitative approach involving one classroom teacher and 15 children in Group B. Data were collected through observation, interviews, and documentation and analyzed using the Miles and Huberman model, including data reduction, data display, and conclusion drawing. The findings showed that the spinning-top making activity provided opportunities for children to experience the implementation of each STEAM element through different learning activities. Science was reflected in observing, predicting, and experimenting; technology in the use of simple tools; engineering in selecting materials, constructing, testing, and improving the spinning top; arts in decorating the product; and mathematics in counting and recognizing geometric shapes. Therefore, the spinning-top making activity illustrates how a traditional play activity can meaningfully support the implementation of STEAM-based learning in early childhood education
Co-Authors Ade Rokhayati Adi Prehanto Agnestasia Ramadhani Putri Ahmad Mulyadiprana Ahmad Rafli Ananda Putra Aini, Childa Chitmanatul Aisah, Tammara Nur Aji, Dwi Waskito Akhmad Nugraha Alfika Nabila Alfina Bakti Pertiwi Andini, Risa Intan Anis Rahmawati Anisa Nurlela Anisa Nurul Tsani Anisha Hidayat Aprilia, Mila Apriliya, Seni Arie Megawatie Sa'bani Arif Rahman Aryanto, Sani Asep Nuryadin Asri Sukawati Astri Ajeng Lestari Ati Sunarti Aulia, Lina Ayuwara, Ginanti Babang Robandi Benyamin Hartanto Cahyana, Cahyana Cantika, Nunung Cindy Cucu Mulyati Dadan Nugraha Dede Nurhidayah Delia Nurlina Desi Nur Rachmawati Desmia, Seli Devi Indrianti Dian Indihadi Dian Mursyidah Dilla Puspa Najwa Dita Mulyani Asih Dwi Alia DWI ALIA, DWI E. Kosasih Edelweis Mustika Puspa Een Enita Elan Elis Rahmawati Epon Nur'aeni Epon Nur'aeni L Epon Nur’aeni Eza Fauziah Fadhilah S.R, Shifa Farhan Ali Rahman Feranis, Feranis Fina Latifah Gandana, Gilar Ghullam Hamdu Gian Tino Juniar Gina Anggraini Ginanti Ayuwara Ginna Islamiati Gusthine Almeera Irawan Haki Pranata, Oyon Hana Sarida Nursyifa Hani Tresnawati Hari Ahmad Zulfikar Hirni Aprilia Nur Inayatillah Hj. Hodidjah Ihsan Ariatna Ika Fitri Apriani Indra Permana Rosady Indri Helpiani Irni Rachmawati Putri Isbadi Mulya Itsni Khoirunnisa Juli Rahayu July Lestari Karlimah Karlimah Karlimah Karlimah Kharizma Kintan Permata Khazdirotun Rohmah Kurniati Rezki Fitra Lesmana, Radika Lestari Handayani, Tri Lia Musli'ah Lilis Halimatusyadiyah Lilis Selviana Dewi Lilis Susilawati Lilis Susilawati Lilis Susilawati Lisdiani, Revi Loita, Aini Manalu, Masrina Adelia Mardiyah, Resa Siti Masrina Adelia Manalu Melinda Alfiani Nur Miftah Nur Kholifah Mila Aprilia Momoh Halimah Muhammad Rijal Wahid Muharram Mulyana, Edi Hendri Muslihin, Heri Yusuf Nadifah Amalia Najwa, Dilla Puspa Nana Ganda Nandang Rusmana Nandita Afifah Neni Nuraeni Nia Ayu Kurniati Nita Nurpina Reforwati Nita Novia Triani Wulandari Nur'aeni, Epon Nur, Lutfi Nurhalimah, Nina Nurhasanah, Dini Nurul Aisyah Nuryadin , Asep Nur’aeni L., Epon Opi Irmayani Oyon Haki Pranata Oyon Haki Pranata Pidi Mohamad Setiadi Qonita Qonita Qonita Qonita Raden Mohamad Herdian Bhakti Rahma Handayani Rahma, Devia Rahma, Syahda Naila Rahman Rahman Rahmat, Adinda Aulia Rani Eka Nuraeni Ratna Yuniar, Nur Fitri Regina Regina Respati, Resa Resti Widiyanti Reva Indrianingsih Revina Putri Hermawan Revina Putri Hermawan Rini Nuryani Risa Intan Andini Risa Zakiatul Hasanah Risma Rismaya Rismawanti Rizki Rizki Agung Aditia Pratama Rosarina Giyartini Rustono W S Rustono W.S Rustono WS Santana, Tesa Salsabila Saputra, Erwin Rahayu Seni Aprilliya Sephia Silviana Sepia Nuriska Shakinah, Jessy Permata Shella Nur Pratama Shofia Zahra Rizqia Sianturi, Risbon Siti Masitoh Siti Noviati Zahroh Sofariah, Sina Sofi Mutiara Insani Sri Ariyani Desmawati Sri Ariyani Desmawati Srie Mulyati Srie Mulyati Supriadi Supriadi Syahda Naila Rahma Taopik Rahman Tenia Mudhia Khalistiana Teti Haryati Trisnani, Suksma Ulfi Silmi Via Khoirun Nisa Vira Pratiwi W Muharam, Muhammad Rijal Wahyudin Wahyudin Widiyanto , Yovi Willa Laras Sekarsari Yuli Kurniasih Yusuf Suryana