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Analisis Peran Guru dalam Implementasi Nilai-Nilai Karakter melalui Pembelajaran Jarak Jauh di Masa Pandemi Covid-19 Ruslan, Ahmad; Pranata, Khavisa; Azizah, Nur; Fatayan, Arum
Jurnal Basicedu Vol. 6 No. 6 (2022)
Publisher : Universitas Pahlawan Tuanku Tambusai

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.31004/basicedu.v6i6.4128

Abstract

Implementasi pendidikan karakter masih belum berjalan secara ideal, Hal ini bisa dilihat dari perilaku pada kehidupan anak-anak saat di rumah, di sekolah, hingga di masyarakat yang mencerminkan karakter yang kurang baik. Tujuan dari dilakukan studi ini untuk menggambarkan peranan guru dalam mengimplementasikan nilai-nilai karakter melalui pembelajaran jarak jauh, menganalisis hambatan yang guru hadapi dalam implementasi nilai-nilai karakter melalui pembelajaran jarak jauh, mendeskripsikan usaha yang dilakukan guru dalam menyelesaikan hambatan yang dihadapinya dalam implementasi nilai-nilai karakter melalui pembelajaran jarak jauh. Studi ini, melalui penggunaan metode kualitatif yang juga melibatkan pendekatan studi kasus. Sedangkan subjeknya diambil dari kepala sekolah, guru kelas, dan siswa Sekolah Dasar. Data-data penlitian terkumpul dari hasil observasi, wawancara mendalam serta dokumentasi. Hasil penelitian ini menyatakan bahwa peran guru dalam implementasi nilai-nilai karakter di Sekolah Dasar ditemukan lima aspek  peran yakni; a) guru berperan sebagai korekor, b) guru berperan sebagai motivator, c). guru berpera sebagai inisiatir, d) guru berperan sebagai fasilitator dan e). guru berperan sebagai supervisor.
Development Of Mathematics Learning Media Smart Snakes and Ladder Statistics (UTAPTIK) In Primary School Statistics Materials Heriyanti, Lutfiah; Pranata, Khavisa
Mathline : Jurnal Matematika dan Pendidikan Matematika Vol. 9 No. 4 (2024): Mathline : Jurnal Matematika dan Pendidikan Matematika
Publisher : Universitas Wiralodra

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.31943/mathline.v9i4.721

Abstract

Learning media is an important element in the learning process, functioning as a valuable instrument for transmitting knowledge. The learning media used in education must be appropriate to the needs and characteristics of students. In class 6 at SDN Pasirangin 05 the majority of students are actively involved in the learning process. Therefore, it is very appropriate to utilize learning media that fosters innovation, fun, and increases students' understanding of the subject matter. The objectives of this research are: (1) Designing and constructing UTAPTIK learning teaching materials. (2) What is the level of validity of the UTAPTIK media used in learning mathematical statistics concepts? (3) Knowing students' responses to UTAPTIK game media. Researchers used Research and Development methodology to conduct research. This research methodology uses the ADDIE development paradigm, namely the Analyze, Design, Development, Implement and Evaluate stages. This research uses data collection methodology such as filling out questionnaires, making observations, and documenting findings. This research resulted in the development of UTAPTIK learning media which consists of several components such as a game arena, dice, game guide book, and statistics cards. The results of this research are UTAPTIK products with product validation results showing very valid criteria determined by a score of 97% from material expert validators. In addition, the criteria were considered valid with a score of 76% from media expert validators. The validation results by material expert validators and media expert validators are classified as very valid so that the media can be tested. The student questionnaire obtained a score of 94% in the very valid category. The smart statistical snakes and ladders game media (UTAPTIK) is classified as very valid and worthy of being integrated into the learning process of class VI students.
EFEKTIVITAS EKSTRAKURIKULER ROBOTIK TERHADAP KEMAMPUAN BERPIKIR KREATIF SISWA SDIT AT TAUBAH JAKARTA TIMUR Cahyani, Lindu; Pranata, Khavisa
Edukasi: Jurnal Pendidikan Vol 22 No 2 (2024): Edukasi: Jurnal Pendidikan
Publisher : LPPM IKIP PGRI Pontianak

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.31571/edukasi.v22i2.7453

Abstract

Tujuan penelitian ini adalah untuk mengetahui hubungan dan efektivitas antara ekstrakulikuler robotik terhadap kemampuan berpikir kreatif siswa di SDIT Taubah Jakarta Timur. Menggunakan mixed methods model Sequenti al E xplanatory Strategy yang mengintegrasikan metode kuantitatif dan kualitatif dengan teknik pengumpulan data berupa angket, wawancara dan survei. Hasil penelitian yang dilakukan di SDIT Taubah menunjukkan bahwa kegiatan ekstrakurikuler efektif meningkatkan berpikir kreatif siswa berdasarkan hasil uji T menunjukkan hasil signifikasi kurang dari 0,001 maka dinyatakan terdapat pengaruh ekstrakulikuler robotik terhadap kemampuan berpikir kreatif. Hal ini juga tercermin dari hasil wawancara terhadap pembina ekstrakulikuler robotik menunjukkan semakin berkembangnya potensi siswa, misalnya dalam pengembangan diri untuk mampu memecahkan permasalahan yang ada. Kenyataan ini mempengaruhi kreativitas dan kemandirian siswa, agar dapat terus berinovasi menciptakan karya yang sesuai dengan kepribadiannya, mengembangkan dan meningkatkan rasa percaya diri dalam menghasilkan ide dan pemikiran.
Problematika Siswa dalam Pembelajaran Daring dengan Menggunakan Aplikasi Google Meet Putri, Risma Septia Hanayya; Amaliyah, Nurrohmatul; Pranata, Khavisa
Jurnal Penelitian dan Pengembangan Pendidikan Vol. 6 No. 1 (2022): April
Publisher : LPPM Undiksha

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.23887/jppp.v6i1.45837

Abstract

Banyak kendala yang dihadapi guru dan siswa selama pembelajaran jarak jauh. Sehingga menyebabkan pembelajaran kurang maksimal. Guru berupaya agar pelaksanaan pembelajaran dapat berjalan dengan efektif melalui penerapan aplikasi Google Meet. Penelitian ini bertujuan untuk menganalisis problematika siswa  dalam pembelajaran daring  menggunakan aplikasi Google Meet Kelas IV SD. Penelitian ini menggunakan metode kualitatif deskriptif dengan jenis pendekatan studi kasus. Teknik pengumpulan data dalam penelitian ini dilakukan dengan triangulasi data yang mencakup observasi, wawancara dan juga dokumentasi. Hasil penelitian menunjukkan bahwa pembelajaran secara daring di kelas IV hanya sebagian siswa yang mengikuti Google Meet. Problematika pembelajaran daring kelas IV SD yaitu masalah kompetensi guru. orang tua yang tidak memiliki gadget. Adapun faktor pendukung dalam pelaksanaan pembelajaran secara daring ini ialah lebih mudah mendapatkan informasi tambahan mengenai materi pembelajaran, faktor penghambat pembelajaran secara daring yakni kurang memadainya sarana pembelajaran pada beberapa siswa, serta kesulitan dalam menentukan apakah siswa benar-benar memahami materi pembelajaran atau tidak. Implikasi penelitian ini diharapkan dapat menjadi bahan evaluasi bagi sekolah dalam meningkatkan pelaksanaan pembelajaran daring menjadi lebih optimal.
EFEKTIVITAS EKSTRAKURIKULER ROBOTIK TERHADAP KEMAMPUAN BERPIKIR KREATIF SISWA SDIT AT TAUBAH JAKARTA TIMUR Cahyani, Lindu; Pranata, Khavisa
Edukasi: Jurnal Pendidikan Vol 22 No 2 (2024): Edukasi: Jurnal Pendidikan
Publisher : LPPM Universitas PGRI Pontianak

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.31571/edukasi.v22i2.7453

Abstract

Tujuan penelitian ini adalah untuk mengetahui hubungan dan efektivitas antara ekstrakulikuler robotik terhadap kemampuan berpikir kreatif siswa di SDIT Taubah Jakarta Timur. Menggunakan mixed methods model Sequenti al E xplanatory Strategy yang mengintegrasikan metode kuantitatif dan kualitatif dengan teknik pengumpulan data berupa angket, wawancara dan survei. Hasil penelitian yang dilakukan di SDIT Taubah menunjukkan bahwa kegiatan ekstrakurikuler efektif meningkatkan berpikir kreatif siswa berdasarkan hasil uji T menunjukkan hasil signifikasi kurang dari 0,001 maka dinyatakan terdapat pengaruh ekstrakulikuler robotik terhadap kemampuan berpikir kreatif. Hal ini juga tercermin dari hasil wawancara terhadap pembina ekstrakulikuler robotik menunjukkan semakin berkembangnya potensi siswa, misalnya dalam pengembangan diri untuk mampu memecahkan permasalahan yang ada. Kenyataan ini mempengaruhi kreativitas dan kemandirian siswa, agar dapat terus berinovasi menciptakan karya yang sesuai dengan kepribadiannya, mengembangkan dan meningkatkan rasa percaya diri dalam menghasilkan ide dan pemikiran.
The influence of blended learning model assisted by YouTube application during the Covid-19 pandemic on fifth graders’ thematic learning outcomes Fitriyana, Kharisma Nur; Pranata, Khavisa
JOURNAL OF TEACHING AND LEARNING IN ELEMENTARY EDUCATION (JTLEE) Vol. 6 No. 1 (2023): February 2023
Publisher : Program Studi Pendidikan Guru Sekolah Dasar FKIP Universitas Riau

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.33578/

Abstract

The COVID-19 pandemic has forced educational institutions worldwide to rapidly adapt to remote teaching and learning methods. Blended learning models that combine online and offline methods have emerged as a popular approach to facilitate effective teaching during the pandemic. This study examines the influence of a blended learning model assisted by YouTube application on the thematic learning outcomes of fifth-grade students during the COVID-19 pandemic. The study uses a quasi-experimental design with a pre-test and post-test control group. The results show that the blended learning model significantly improved students' thematic learning outcomes compared to the traditional classroom approach. The study also found that the YouTube application played a significant role in facilitating students' engagement and motivation in the learning process. Overall, this study provides valuable insights into the effectiveness of blended learning models and the potential of technology-assisted learning during the COVID-19 pandemic.
The Influence of Student Team Achievement Division (STAD) Cooperative Learning Model on Third Graders’ Civic Education Learning Outcomes Maola, Nimatul; Pranata, Khavisa
JOURNAL OF TEACHING AND LEARNING IN ELEMENTARY EDUCATION (JTLEE) Vol. 5 No. 2 (2022): August 2022
Publisher : Program Studi Pendidikan Guru Sekolah Dasar FKIP Universitas Riau

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.33578/

Abstract

This study discussed about the influence of student team achievement division (STAD)learning model on third graders’ civic education learning outcomes. This research used quantitative research method, and the participants were 30 students. The data analysis begins by conducting validity and normality test, and it is continued by implementing STAD learning model in the classroom. Students’ civic education learning outcomes reached the score at 62.40 before the implementation, and it increased into 83.73 after giving the instruction learning using STAD learning model. It implies that STAD learning model have positive affects towards third graders’ civic education learning model.
DEVELOPMENT OF AUGMENTED REALITY DIGITAL MEDIA FOR PATTERNS IN SHAPES AND NUMBERS IN ELEMENTARY SCHOOL Santiana, Elis; Pranata, Khavisa
AKSIOMA: Jurnal Program Studi Pendidikan Matematika Vol 14, No 2 (2025)
Publisher : UNIVERSITAS MUHAMMADIYAH METRO

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.24127/ajpm.v14i2.10324

Abstract

The main issue in teaching patterns in shapes and numbers at elementary schools is the lack of adequate media to support interactive and visual learning. This research endeavors to create educational media using Augmented Reality (AR) to aid fourth-grade students at SDN Kebon Pala 11 Pagi in recognizing patterns in shapes and numbers. In today's digital landscape, the integration of technology into education is paramount for enriching the learning experience. AR seamlessly merges real-world elements with digital overlays, fostering an immersive and interactive educational environment. The Research and Development (R&D) methodology using the 4D model (Define, Design, Development, Disseminate) is employed in this study . Subsequently, the Design phase involves crafting learning materials aligned with the research objectives. In the Development stage, the AR media was tested and validated by media and subject matter experts. Trials with students and teacher feedback indicated the AR media's effectiveness in helping students understand patterns in shapes and numbers. Results show that AR media increases student engagement and motivation, and aids in comprehending abstract mathematical concepts. Expert evaluations yielded excellent ratings: 94% from media experts, 94% from subject matter experts, 92% from fourth-grade A teachers, 100% from fourth-grade B teachers, and student feedback indicating a "Very Good" qualification. This media is expected to be widely adopted and serve as a reference for developing advanced educational technology in the future.
Pengaruh Permainan Lempar Tangkap Bola Terhadap Keterampilan Koordinasi Mata Tangan Kelas 2 SDN Baru 03 Pagi Ristiantita, Monica; Rizal, Bayu Thomi; Pranata, Khavisa
Performa Vol 10 No 2 (2025): Jurnal Performa Olahraga (IN Press)
Publisher : Universitas Negeri Padang

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

Abstract

Penelitian ini bertujuan untuk meningkatkan keterampilan koordinasi mata dan tangan siswa melalui kegiatan yang menyenangkan dan interaktif, salah satunya adalah permainan lempar bola. Koordinasi mata dan tangan merupakan kemampuan motorik yang sangat penting, karena mendukung aktivitas belajar, seperti menulis, menggambar, serta aktivitas fisik lainnya. Melalui peningkatan keterampilan ini, diharapkan siswa menjadi lebih percaya diri dan aktif dalam mengikuti kegiatan akademik maupun non-akademik. Masalah utama yang diidentifikasi dalam penelitian ini adalah rendahnya kemampuan koordinasi mata dan tangan pada siswa kelas 2 SDN Baru 03 Pagi. Hal ini diketahui berdasarkan hasil observasi langsung di lapangan serta wawancara dengan guru kelas, orang tua siswa, dan siswa itu sendiri. Untuk itu dilakukan penelitian eksperimen dengan menggunakan dua kelompok, yaitu kelas 2A sebagai kelompok kontrol dan kelas 2B sebagai kelompok eksperimen, masing-masing terdiri dari 25 siswa. Data diperoleh melalui tes keterampilan motorik setelah perlakuan. Hasil analisis menunjukkan bahwa terdapat perbedaan yang signifikan antara kedua kelompok. Nilai signifikansi (p) yang diperoleh < 0,05 menunjukkan bahwa permainan lempar bola memberikan pengaruh positif terhadap peningkatan koordinasi mata dan tangan siswa
Preliminary Validation of the AI Technology Acceptance Instrument for Primary Educators Zulherman, Zulherman; Rukmana, Diki; Pranata, Khavisa; Supriansyah, Supriansyah; Mansor , Abu Bakar Ahmad Mansor
Journal of Instructional and Development Researches Vol. 5 No. 4 (2025): August
Publisher : Yayasan Indonesia Emerging Literacy Education

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.53621/jider.v5i4.580

Abstract

Education in Indonesia has undergone substantial transformation with the widespread integration of technology. In this context, technology training for teachers is essential to enhance the quality of teaching and learning in elementary schools. However, only approximately 30% of teachers report feeling adequately prepared to integrate technology into their instructional practices. This reveals a gap between the increasing demand for educational technology and teachers’ readiness to adopt it. This pilot study aims to evaluate the reliability and construct validity of an adapted instrument designed to measure elementary school teachers’ acceptance of artificial intelligence (AI) technology in East Jakarta, Indonesia. The study incorporates six key constructs: Perceived Usefulness (PU), Perceived Ease of Use (PEU), Social Influence (SI), Facilitating Conditions (FC), Behavioral Intention (BI), and Perceived Trust (PT), with a total of 22 proposed indicators. Data were collected from 61 elementary school teachers who completed a structured questionnaire based on the proposed research model. The results indicate that the instrument meets the required thresholds for both construct validity and reliability. However, only 21 indicators met the established criteria, with one indicator excluded due to low factor loading. The findings from this preliminary study provide a valid foundation for applying the instrument in larger-scale research on teachers’ acceptance of AI technologies in educational settings.