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Pengaruh media smart box berbasis digital terhadap hasil belajar siswa sekolah dasar pada mata pelajaran pendidikan pancasila Sukmawati, Aura; Rohim, Dhina Cahya; Prasetiyanto, Moh. Aris; Rahmawati, Septina; Manggalastawa, Manggalastawa
COLLASE (Creative of Learning Students Elementary Education) Vol. 8 No. 1 (2025)
Publisher : IKIP Siliwangi

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.22460/collase.v8i1.26660

Abstract

Penelitian ini bertujuan untuk mengetahui pengaruh penggunaan media Smart Box berbasis digital terhadap hasil belajar siswa pada mata pelajaran Pendidikan Pancasila di kelas III, penelitian dilakukan di SDN 3 Blimbing Kidul. Hasil belajar pendidikan pancasila peserta didik kelas III masih tergolong rendah, yang sudah mencapai KKTP ada 9 peserta didik atau 25%, sedangkan peserta didik yang belum mencapai KKTP ada 26 peserta didik atau 75%. Selain itu penggunaan media pembelajaran yang masih konvensional. Metode penelitian yang digunakan pada penelitian ini ialah metode kuantitatif dalam bentuk Pre- Experimen Design. Desain yang digunakan dalam penelitian ini One- Group pretest-posttest design, dalam penelitian ini terdapat satu kelompok eksperimen. Berdasarkan analisis data dengan menguji normalitas, serta hasil Post-test di kelas eksperimen mencapai 0.198, dilanjutkan dengan uji t yang menunjukan nilai sig sebesar 0.000, yang lebih kecil dari 0.05. Temuan ini menegaskan bahwa penggunaan media smart box berbasis digital secara signifikan mempengaruhi hasil belajar siswa pada mata pelajaran pendidikan pancasila di kelas III. Media smart box berbasis digital memberikan efek yang baik dalam meningkatkan hasil belajar pendidikan pancasila di kelas III dibandingkan dengan pembelajaran konvesional. Kata Kunci: Media Smart Box Berbasis Digital, Pendidikan Pancasila, Hasil Belajar.
Augmented Reality Learning Media with Ethnomathematic Approach to Grow Students' Mathematics Learning Motivation Rohim, Dhina Cahya; Hana, Fida Maisa; Manggalastawa, Manggalastawa; Saharani, Safira; Himayati, Ade Ima Afifa
JTAM (Jurnal Teori dan Aplikasi Matematika) Vol 8, No 4 (2024): October
Publisher : Universitas Muhammadiyah Mataram

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.31764/jtam.v8i4.25740

Abstract

The efforts that can be made to increase learning motivation are through the use of learning media integrated with current technology with a culture-based approach that students often find in everyday life. The purpose of this study was to describe the importance of AR in mathematics learning, the use of technology in ethnomathematics, and the effects of AR in fostering student learning motivation. This research method is Systematic Literature Review (SLR) with the PRISMA (Preferred Recording Items for Systematic Review and Meta-analysis) technique. The article search process uses a database from international journals indexed by Scopus and found 287 articles. Then a feasibility study was carried out according to the specified criteria so that 18 final articles were obtained. The results of the study showed that: (1) the use of AR in mathematics learning is very important because it has a positive impact such as improving learning outcomes, increasing learning motivation, improving the quality of learning, creating fun learning, improving learning experiences and improving creative thinking skills; (2) Cultural integration combined with technology provides benefits, namely learning becomes interesting so that it can foster student learning motivation, the form of integration between AR technology and ethnomathematics can be in the form of developing interactive learning media, modules or android-based media; and (3) Several studies using AR-based learning media have provided significant results in increasing students' learning motivation. 
PENGEMBANGAN LKPD INTERAKTIF BERBASIS AUGMENTED REALITY BERMUATAN BUDAYA NUSANTARA PADA MATERI PECAHAN Rohim, Dhina Cahya; Hana, Fida MAisa; Manggalastawa, Manggalastawa; Himayati, Ade Ima Afifa
AKSIOMA: Jurnal Program Studi Pendidikan Matematika Vol 14, No 3 (2025)
Publisher : UNIVERSITAS MUHAMMADIYAH METRO

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.24127/ajpm.v14i3.13837

Abstract

Students' difficulties in learning mathematics in elementary school are caused by its abstract nature and the use of models and teaching materials that are less interesting. Therefore, innovation is needed by providing technology-based teaching materials and linking the material to real problems such as worksheet.. This study aims to develop an interactive AR-based worksheet containing Indonesian culture that is valid and practical as an alternative teaching material and can help the learning process become more interesting. This research method is a Borg & Gall model development research with procedures including potential and problems, data collection, design planning, assessment, revision, usability testing, and final revision. Data collection techniques used observation, interviews and questionnaires. The product validity data analysis technique was carried out by calculating the percentage of the value. The validation results from material experts were 88.5%, media experts 84.5%, and cultural experts 86.8%. Therefore, the overall validation results can be categorized as very valid. The practicality test was conducted by administering a student response questionnaire, with a result of 81.9%, thus categorizing it as very practical. Therefore, it can be concluded that the development of AR-based interactive student worksheets (LKPD) with Indonesian cultural content on fractions is valid and practical for use.
Development of 3D Animated Story Media Through DRTA Strategy to Improve Reading Comprehension Skills of Elementary School Students Manggalastawa, Manggalastawa; Rohim, Dhina Cahya; Hana, Fida Maisa; Kalimah, Sinta Nur
QALAMUNA: Jurnal Pendidikan, Sosial, dan Agama Vol. 18 No. 1 (2026)
Publisher : Lembaga Penerbitan dan Publikasi Ilmiah Program Pascasarjana IAI Sunan Giri Ponorogo

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.37680/qalamuna.v18i1.8243

Abstract

Reading comprehension is a fundamental literacy skill that supports students’ learning across various subjects. However, observations in elementary schools show that many students still struggle to understand narrative texts due to limited comprehension skills and the lack of engaging and innovative learning materials. At the same time, technological advancements provide opportunities to develop digital learning media that can enhance motivation and comprehension. One promising innovation is the use of 3D animated stories, which can present narrative content in a more vivid, interactive, and meaningful way. This study aims to develop 3D animated story learning media integrated with the Directed Reading Thinking Activity (DRTA) strategy to improve the reading comprehension skills of fourth-grade elementary school students. The research employed the ADDIE development model and was conducted at an elementary school in Kudus Regency, Central Java, Indonesia. The developed product consists of 3D animated learning media and a learning guidebook. Validation results from media experts, subject matter experts, and elementary school learning device experts indicated that the product was highly valid. Field testing showed an improvement in students’ reading comprehension, as reflected by higher posttest scores compared to pretest scores. The effectiveness test revealed a high N-Gain value of 0.73. In addition, practicality assessments through student and teacher questionnaires produced very positive results, with scores of 94% and 87.5%, respectively. These findings indicate that 3D animated stories integrated with the DRTA strategy are effective and practical for improving elementary students’ reading comprehension, particularly in narrative text learning.
PENGARUH MODEL PEMBELAJARAN KOOPERATIF SCRAMBLE BERBANTUAN MEDIA FLASHCARD DALAM MENINGKATKAN HASIL BELAJAR PENDIDIKAN PANCASILA SISWA KELAS III SEKOLAH DASAR Purwanti, Hesti; Wibowo, Deki; Manggalastawa, Manggalastawa
EDUTECH : Jurnal Inovasi Pendidikan Berbantuan Teknologi Vol. 5 No. 4 (2025)
Publisher : Pusat Pengembangan Pendidikan dan Penelitian Indonesia (P4I)

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.51878/edutech.v5i4.8274

Abstract

This research is motivated by the less-than-optimal learning outcomes of students in Pancasila education and the lack of innovation in using interactive and innovative learning models and media for Pancasila education. This research was conducted to determine the significance of the effect of the scramble learning model assisted by flashcards in improving the learning outcomes of third-grade elementary school students in Pancasila education. The research method used in this study is a quantitative method with a Pre-Experimental design, specifically the One Group Pretest-Posttest design. Data collection was carried out by administering multiple-choice learning outcome tests during the pretest and posttest, and by distributing student response questionnaires after the learning. The results of this study indicate a significant improvement in learning outcomes, with the average pretest score of students increasing from 54.79 to 85.94 on the posttest. This finding is further supported by the results of the paired sample T-test, which showed a significance value of 0.000 < 0.05, and by the fact that the N-Gain scores for most students fell into the high category. Based on this data, it can be concluded that the cooperative scramble learning model assisted by flashcards has an effect on improving students' Pancasila education learning outcomes. ABSTRAK Penelitian ini dilatarbelakangi oleh hasil belajar pendidikan pancasila siswa yang kurang optimal dan kurangnya inovasi penggunaan model pembelajaran dan media yang interaktif dan inovatif untuk pembelajaran pendidikan pancasila. Penelitian ini dilaksanakan untuk mengetahui signifikansi pengaruh model pembelajaran scramble berbantuan media flashcard dalam meningkatkan hasil belajar pendidikan pancasila siswa kelas III sekolah dasar. Metode penelitian yang digunakan dalam penelitian ini yaitu metode kuantitatif dengan Pre-Experimental dengan desain One Grup Pretest-Posttest. Proses pengumpulan data dilakukan dengan memberikan tes hasil belajar berbentuk pilihan ganda yang diberikan saat pretest dan posttest dan angket respon siswa setelah pembelajaran. Hasil penelitian ini menunjukkan adanya peningkatan hasil belajar yang signifikan dimana nilai rata-rata pretest siswa sebesar 54,79 meningkat menjadi 85,94 pada nilai posttest siswa. Hasil ini juga diperkuat dengan hasil uji paired sample T-test dengan nilai signifikansi 0,000 < 0,05 serta hasil nilai N-Gain sebagian besar siswa masuk dalam kategori tinggi. Berdasarkan data tersebut, dapat disimpulkan bahwa model pembelajaran kooperatif scramble berbantuan media flashcard berpengaruh dalam meningkatkan hasil belajar pendidikan pancasila siswa.    
PENGARUH MODEL PEMBELAJARAN ICM BERBANTUAN MEDIA AUDIO VISUAL UNTUK MENINGKATKAN HASIL BELAJAR SISWA KELAS V SD Yunita, Fera; Wibowo, Deki; Manggalastawa, Manggalastawa
ELEMENTARY: Jurnal Inovasi Pendidikan Dasar Vol. 6 No. 1 (2026)
Publisher : Pusat Pengembangan Pendidikan dan Penelitian Indonesia

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.51878/elementary.v6i1.8715

Abstract

This study was conducted to analyze the impact of applying the Index Card Match learning model combined with Audio-Visual video media to improve the learning outcomes of fifth-grade students at SD 1 Panjang. The background of this research originated from the low academic achievement of students, which was suspected to be caused by the lack of student activeness during the learning process and the use of monotonous teaching methods. This study employed a quantitative approach with an experimental method, using a pre-experimental one-group pretest–posttest design. The research subjects consisted of 30 fifth-grade students selected using a saturated sampling technique. Data were collected through interviews, tests (pretest and posttest), questionnaires, and documentation. The analysis results showed an increase in the average learning outcome score from 43.17 before the treatment to 87.67 after the implementation of the learning model. Based on the linear regression test with a significance level of 0.00, which is less than 0.05, it indicates that variable X influences variable Y. The paired sample t-test also showed a significance value of 0.00, meaning that there is an effect of variable X on variable Y. Thus, it can be concluded that the Index Card Match model assisted by Audio-Visual media affects the learning outcomes of fifth-grade elementary school students. The improvement in learning outcomes through the Index Card Match model can also be seen from the N-Gain test, which shows that 9 students fall into the medium category and 21 students fall into the high category, indicating that the normalized N-Gain was achieved. The classical completeness test showed 100% mastery, meaning that more than 75% of students achieved scores above the Minimum Mastery Criteria (KKM). It is concluded that the Index Card Match learning model assisted by Audio-Visual media, with the material “Norms in My Life,” resulted in students achieving scores that met or exceeded the KKM. If you'd like, I can refine this version to make it more academic or suitable for journal publication. ABSTRAK Penelitian ini dilaksanakan untuk menganalisis dampak penerapan model pembelajaran Index Card Match yang dipadukan dengan media video Audio Visual untuk meningkatan hasil belajar siswa kelas V di SD 1 Panjang. Latar belakang penelitian ini berawal dari rendahnya capaian akademik siswa, yang diduga disebabkan oleh kurangnya keaktifan siswa selama proses pembelajaran serta penggunaan   metode mengajar yang cenderung monoton. Penelitian ini menggunakan pendekatan kuantitatif dengan metode eksperimen, yakni desain pre-eksperimental one group pretest-posttest.  Subjek penelitian terdiri dari 30 siswa kelas V yang diambil menggunakan teknik sampel jenuh. Data dikumpulkan melalui wawancara, tes (pretestdan posttest), angket, serta dokumentasi. Hasil analisis menunjukkan adanya peningkatan skor rata-rata hasil belajar dari 43,17 sebelum perlakuan menjadi 87,67 setelah penerapan model pembelajaran. Berdasarkan uji regresi linier dengan taraf 0,00 atau kurang dari 0,05 yang artinya variabel x berpengaruh terhadap variabel y. Uji paired sample t-test dengan taraf signifikan 0,00 atau kurang dari 0,05 yang artinya adanya pengaruh variabel x terhadap variabel y. Jadi dapat disimpulkan adanya pengaruh model Index Card Match berbantuan media Audio Visual terhadap hasil belajar siswa kelas V sekolah dasar. Peningkatan hasil belajar melalui model Index Card Match dapat dilihat melaui uji N-Gain bahwa siswa dengan kategori sedang ada 9 anak, dan siswa dengan kategori tinggi ada 21 siswa. Yang artinya N-Gain ternomalisasi. Uji ketuntasan klasikal di nyatakan 100% tuntas atau di atas KKM, yaitu lebih dari 75% siswa yang tuntas. Disimpulkan bahwa model pembelajaran Index Card Match berbantuan media Audio Visual dengan materi norma dalam kehidupanku nilai siswa dinyatakan tuntas atau di atas KKM.