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ANALISIS MOTIVASI DAN MINAT BELAJAR SISWA DALAM MODEL DISCOVERY LEARNING Pramudika, Fernandi; Susilo, Claudya Zahrani
IJPSE Indonesian Journal of Primary Science Education Vol 5 No 1 (2024): IJPSE
Publisher : Prodi Pendidikan Guru Sekolah Dasar

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.33752/ijpse.v5i1.7937

Abstract

Today's learning activities are becoming increasingly complex, along with the progress of the times and changes in the education process in the modern era, it cannot be separated from its influence on the condition of student motivation and interest in learning activities. Elementary school students can foster good motivation and interest in learning through good and active learning activities. Motivation and interest in learning are the initial capital that students must have in learning. The purpose of fostering motivation and interest in learning is basically to improve students' cognitive, affective, and psychomotor abilities. This study aims to analyze students' motivation and interest in learning in the discovery learning model in class III SDN Jombatan 3 Jombang. This research was conducted on mathematics learning material on fraction reduction. This research used a qualitative approach with a case study method. The case study was conducted by in-depth exploration related to the condition of motivation and interest in learning of grade III students in discovery learning conducted within a certain period of time. Data collection techniques included interviews, observations and documentation related to the condition of students' motivation and interest in learning in the discovery learning model. The results of this study found that there are factors that influence the condition of students' motivation and interest in learning, among others; (1) external factors: the role of the teacher, learning model, learning environment. (2) Internal factors: student intelligence, student study habits, and student health.
Pengaruh Model Pembelajaran Make a Match Terhadap Kemampuan Pemecahan Masalah Matematika Siswa di SDN Keras 2 Chofifah, Aprilia Eka; Raharja, Hawwin Fitra; Susilo, Claudya Zahrani
IJPSE Indonesian Journal of Primary Science Education Vol 5 No 1 (2024): IJPSE
Publisher : Prodi Pendidikan Guru Sekolah Dasar

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.33752/ijpse.v5i1.7944

Abstract

The importance of problem-solving skills for students because help them think, grasp, apply what they know, and develop other mathematical skills. Therefore, in learning mathematics, problem-solving skills should be a top priority. This model is used as an active and enjoyable learning model, but still a consistent learning objective. The purpose of this study is to provide an understanding of how learning models make a match affect students' ability to solve problems. This research is a quantitative study with design one group retest-posttest. The sample population of this initiative consisted of 20 V-grade students. Data analysis results showed that the average pretest before treatment was 62 and the average posttest after treatment was 82.65. Overall, the students' problem-solving skills improved on pretest and posttest issue, with an average presentation of 46%. Therefore, student's problem solving ability improved after application the "make a match" learning model.
Pengembangan Media Pembelajaran Lift The Flap Book Tangga Nada Materi Seni Musik Kelas V SDN Jatirejo Jombang Tahun 2024 Lestari, Nurma Dwi; Susilo, Claudya Zahrani; Asmarani, Ratih
IJPSE Indonesian Journal of Primary Science Education Vol 5 No 1 (2024): IJPSE
Publisher : Prodi Pendidikan Guru Sekolah Dasar

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.33752/ijpse.v5i1.7950

Abstract

This research was motivated by a lack of understanding regarding the musical scales of students at SDN Jatirejo Jombang. The aim of this research is to describe the development of media that can foster students' understanding and enthusiasm. This research uses the borg and gall development model. There are 10 stages in the development process that have been implemented in the research. The development phase will be implemented from January 22 to January 31. The media assessment was carried out by material experts, media experts, educators and fifth grade students at SDN Jatirejo Jombang. The results of media development research show that the percentage obtained from the material validator is 87.5% in the category of very valid and suitable for use without improvement, the value obtained from the media validator is 77.94% in the category of very valid and suitable for use without improvement. Furthermore, the results of the educator trial were 87.96% with the category very valid and suitable for use without improvement. The results of the field trial were carried out with 15 students with a percentage of 87.55% in the very interesting category. Based on the results of the overall data analysis, it can be concluded that the development of learning media is suitable for use as learning media.
Pendampingan Pabrikasi Media Pembelajaran Komprehensif dalam Meningkatkan Kompetensi Pedagogik Guru SDN Tanjung Kabupaten Kediri Pratiwi, Emy Yunita Rahma; Dwinata, Anggara; Nuruddin, Muhammad; Raharja, Hawwin Fitra; Susilo, Claudya Zahrani
Jurnal ABDINUS : Jurnal Pengabdian Nusantara Vol 9 No 1 (2025): Volume 9 Nomor 1 Tahun 2025
Publisher : Universitas Nusantara PGRI Kediri

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.29407/ja.v9i1.23628

Abstract

Fabrication of learning media is an effort in the process of designing and producing learning media comprehensively. The comprehensive level consists of the levels of important subjects taught in elementary schools which include Natural Sciences, Social Sciences, Mathematics, Civics, and Indonesian. The aim of this activity is to help teachers in assisting in creating media so that they are skilled in designing and using it. This activity was carried out at SDN Tanjung, Kediri Regency with the target objects being the teachers at the school consisting of 16 people. The stages of this activity consist of partner situation analysis, literature review and material preparation, socialization, design and production, and use of media by teachers in the classroom. The results of this activity are that teachers feel very helped and happy with the fabrication of learning media as a form of improving teacher pedagogy in teaching students at school.
Pengaruh Media Pembelajaran Online Wordwall terhadap Keaktifan Siswa Kelas 5 pada Mata Pelajaran Matematika SDN Penggaron Mojowarno Nisya’, Zulia Choirotun; Susilo, Claudya Zahrani
EduCurio: Education Curiosity Vol 3 No 2 (2025): Januari-Maret 2025
Publisher : Yayasan Pendidikan Tanggui Baimbaian

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.71456/ecu.v3i2.1208

Abstract

Adanya beragam bahan ajar serta media yang tepat dapat mengalihkan fokus siswa menjadi ketertarikan serta antusias yang besar dalam belajar. Siswa tidak hanya menjadi penonton pasif tetapi mereka juga ikut andil dan aktif dalam proses pembelajaran dengan menggunakan media pembelajaran online interaktif yang menyenangkan seperti melalui media pembelajaran online Wordwall. Penelitian ini bertujuan untuk mengetahui pengaruh media pembelajaran online Wordwall terhadap keaktifan siswa pada mata pelajaran Matematika kelas 5 SDN Penggaron Mojowarno. Metode penelitian jenis Pre-Experimental Design desain One Shot Case Study. Populasi sebanyak 25 siswa dari kelas 5 dengan teknik sampling jenuh. Teknik pengambilan data menggunakan lembar instrumen observasi aktivitas siswa dan lembar instrumen keaktifan siswa berbentuk skala likert berisi 11 pernyataan dan dokumentasi. Uji hipotesis menggunakan Uji One Sample T-Test taraf signifikan < 5%. Hasil penelirian dilihat dari lembar observasi aktivitas siswa yang menunjukkan nilai persentase sebesar 92% dan lembar kuesioner keaktifan siswa menunjukkan nilai persentase 92,4%, dimana nilai ini termasuk pada interval 75% - 100%. Berdasarkan hasil uji hipotesis yakni uji One Sample T-Test dengan bantuan SPSS versi 30.0 menunjukkan bahwa nilai Sig. memperoleh 0,001 yang menunjukkan bahwa 0,001 < 0,05 atau dengan kata lain H0 ditolak dan H1 diterima yang berarti media pembelajaran online Wordwall berpengaruh signifikan terhadap keaktifan siswa.
Efektivitas Metode Demonstrasi Terhadap Keaktifan Belajar Siswa Bab 7 Topik B Kelas IV Zulfiyatul Jamilah; Nuruddin, Muhammad; Susilo, Claudya Zahrani
IJPSE Indonesian Journal of Primary Science Education Vol 4 No 2 (2024): IJPSE
Publisher : Prodi Pendidikan Guru Sekolah Dasar

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.33752/ijpse.v4i2.4184

Abstract

Some discrepancies happened are: 1) the teacher is less skilled in implementing the method and concrete learning media, 2) the learning is monotone and unattractive, which causes high boredom, 3) the class management is complex. This research is formulated to discover the learning effectiveness and differences before and after using the demonstration learning method on the student’s learning liveliness in chapter 7 topic B class IV. This research used Pre Experimental Design quantitative learning method with one sample t-test model, and the choosing sample technique was purposive sampling. The data were collected using test instruments, observation, and documentation. The data were analyzed using SPSS 25 version, namely one sample t-test and paired sample t-test, and was presented as a table and narrative to be further concluded. The research results stated that there is learning effectiveness after using demonstration learning method on the student’s learning liveliness with an influence score was 35%.
Pengembangan Media Pembelajaran Interaktif Berbasis Game Educandy Pada Kurikulum Merdeka Untuk Sekolah Dasar Larasati, Anisa Nurlaila; Asmarani, Ratih; Susilo, Claudya Zahrani
IJPSE Indonesian Journal of Primary Science Education Vol 4 No 2 (2024): IJPSE
Publisher : Prodi Pendidikan Guru Sekolah Dasar

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.33752/ijpse.v4i2.4185

Abstract

This development research was conducted with the aim of evaluating the feasibility of the Educandy game-based learning media implemented in the Merdeka curriculum, with a focus on supporting students in developing attitudes as Pancasila learners, including religious, diversity, cooperation, independence, critical thinking, and creativity. This study was conducted due to the difference in students' interests between games and the learning process.The researcher developed the Educandy game-based learning media in the form of a web-based application, aiming to serve as an interactive learning media to enhance the learning enthusiasm of fourth-grade students at SDN Kepanjen 1, Jombang. The main objective of developing this learning media was to produce appropriate and suitable learning media according to the learning needs.The development process of the Educandy game-based learning media adopted the Research and Development (R&D) method by applying the ADDIE model. The ADDIE model consists of five stages: Analysis, Design, Development, Implementation, and Evaluation. The results of media validation, material validation, and questionnaires given to the students indicated that the Educandy game-based interactive learning media achieved a percentage of 91.5% with a highly valid category and can be used without revisions. Furthermore, the implementation results of the media among students and teachers showed an average percentage of 93% with a highly interesting category.
Pengaruh Disiplin Belajar Terhadap Hasil Belajar Siswa Kelas 4 Pada Mata Pelajaran Matematika Di SD Negeri Jombatan 6 Jombang Lestari, Tasya Eka; Nuruddin, Muhammad; Susilo, Claudya Zahrani
IJPSE Indonesian Journal of Primary Science Education Vol 4 No 2 (2024): IJPSE
Publisher : Prodi Pendidikan Guru Sekolah Dasar

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.33752/ijpse.v4i2.4198

Abstract

Penelitian ini dilaksanakan guna untuk mengevaluasi sikap disiplin belajar dalam pendidikan matematika sebagai bentuk untuk meningkatkan pencapaian belajar siswa. Metode pengumpulan data yang pakai adalah metode kuantitatif. Total sampel dalam penelitian ini sebanyak 20 sampel. Sampel diambil menggunakan teknik One Group Pretest-Post-test Design. Perangkat lunak SPSS versi 23 dipakai untuk menganalisis data. Dari penelitian ini disimpulkan bahwa disiplin belajar dan belajar matematikan menunjukkan suatu hubungan. Hal ini ditandai dengan hasil nilai t hitung sebesar -20,237 dengan signifikansi 0,000. Nilai t hitung (-20,237) lebih kecil dari nilai t tabel (-2,093) dan nilai signifikansi (0,000) lebih kecil dari 0,05. Oleh karena itu, hipotesis nol (Ho) ditolak. Analisis Paired Samples Test menunjukkan adanya ketidaksamaan dalam kegiatan pretest dan posttest, seperti yang ditunjukkan oleh nilai signifikansi yang kurang dari 0,05. Dilihat dari nilai t hitungnya, nilai hitung lebih besar dari nilai t tabel (2,093), sehingga hasil akhir yang didapat adalah hipotesis alternatif (H1) diterima dan hipotesis nol (H0) ditolak.
Pengaruh Model Pembelajaran Teams Games Tournament (TGT) terhadap Minat Belajar Matematika Siswa Kelas III SD Negeri Plandi 1 Aprilya, Putri Dwi; Susilo, Claudya Zahrani
EduCurio: Education Curiosity Vol 3 No 3 (2025): April-Juli 2025
Publisher : Yayasan Pendidikan Tanggui Baimbaian

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.71456/ecu.v3i3.1254

Abstract

Tujuan dari penelitian berikut ialah guna menguji pengaruh model pembelajaran Teams Games Tournament (TGT) kepada minat belajar matematika siswa kelas III SD Negeri Plandi 1. Desain penelitian yang dipakai ialah One-Shot Case Study serta metodologi penelitian kuantitatif. Sepuluh pernyataan yang mewakili minat belajar siswa dimasukkan ke dalam lembar observasi yang dipakai guna mengumpulkan data. Setelah model pembelajaran TGT diterapkan, data diperiksa memakai uji t satu sampel serta uji normalitas (Shapiro-Wilk) guna mengidentifikasi terdapatnya variasi yang signifikan dalam preferensi belajar. Dengan taraf signifikansi 0,014 < 0,05, temuan penelitian memperlihatkan bahwasannya model pembelajaran TGT dengan cara signifikan mengoptimalkan antusiasme siswa dalam belajar matematika. Menurut temuan penelitian, penggunaan paradigma pembelajaran TGT bisa mengoptimalkan keterlibatan siswa, menumbuhkan lingkungan belajar yang positif, serta memicu minat mereka kepada matematika. Oleh sebab itu, disarankan agar anak-anak sekolah dasar memanfaatkan paradigma pembelajaran berikut selaku metode yang efisien guna mengoptimalkan antusiasme mereka dalam belajar.
Pengaruh Media Permainan Monopoli terhadap Minat Belajar Siswa pada Pembelajaran IPAS Materi Mengubah Bentuk Energi di Kelas 4 SDN Kayangan 1 Jombang Hasanah, Zarinah Aini; Susilo, Claudya Zahrani
EduCurio: Education Curiosity Vol 3 No 3 (2025): April-Juli 2025
Publisher : Yayasan Pendidikan Tanggui Baimbaian

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.71456/ecu.v3i3.1257

Abstract

Penelitian ini bertujuan untuk menganalisis pengaruh media permainan monopoli terhadap minat belajar siswa dalam pembelajaran IPAS pada materi mengubah bentuk energi di kelas 4 SDN Jombang. Metode penelitian yang digunakan adalah kuantitatif dengan desain one-short posttest. Populasi penelitian ini adalah 15 siswa kelas 4, dan data dikumpulkan melalui angket serta lembar observalsi. Hasil penelitian menunjukkan bahwa penggunaan media permainan monopoli dalam pembelajaran meningkatkan minat belajar siswa secara signifikan. Hal ini ditunjukkan melalui hasil uji-t yalng memperoleh nilali signifikan 0,000 < 0,05 sehingga hipotesis allternaltif Ha diterima. Oleh karena itu, media monopoli direkomendasikan sebagai alternatif pembelajaran yang inovatif untuk meningkatkan keterlibatan dan minat belajar siswa. Permainan monopoli sebagai media pembelajaran memberikan pengalaman belajar yang menarik, interaktif, dan menyenangkan bagi siswa. Melalui strategi permainan siswa dapat lebih mudah memahami konsep perubahan energi dalam kehidupan sehari-hari. Selain itu, penggunaan permainan monopoli membantu meningkatkan kerja sama, komunikasi, serta keterampilan befikir kritis siswa. Dengan demikian penelitian ini menguatkan bahwa media permainan berbasis edukasi dapat menjadi solusi efektif dalam meningkatkan minat belajar siswa di sekolah dasar.