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Meningkatkan Pemahaman Konsep pada Materi Siklus Air dengan Menggunakan Model Probem Based Learning (PBL) Berbasis Media Diorama Siklus Air di Sekolah Dasar Negeri 066055 Medan Situmorang, Rumiris; Ammy, Putri Maisyarah; Simatupang, Mesli
Pedagogika: Jurnal Ilmu-Ilmu Kependidikan Vol. 5 No. 1 (2025)
Publisher : Medan Resource Center

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.57251/ped.v5i1.1696

Abstract

This study investigates the effectiveness of Water Cycle Diorama media integrated with the Problem-Based Learning (PBL) model in enhancing fourth-grade elementary students’ conceptual understanding of the water cycle. The research was motivated by the students' difficulty in visualizing and comprehending the dynamic processes within the water cycle. Utilizing classroom action research across two cycles—comprising planning, action, observation, and reflection—this study was conducted at SD Negeri 066055 Medan. Data collection involved conceptual understanding tests and observation of student participation. The findings revealed a notable improvement in learning outcomes, with the percentage of concept mastery rising to 67% in the first cycle and reaching 100% in the second cycle. The implementation of the Water Cycle Diorama media significantly fostered active engagement and increased enthusiasm among students. Furthermore, the PBL approach supported deeper and more concrete comprehension of abstract scientific processes. These results emphasize the importance of integrating innovative, learner-centered strategies into science instruction at the primary level to promote meaningful learning and long-term conceptual retention.
Implementation Of Game Based Learning Model Using Snakes And Ladders Media To Improve Student Learning Activeness Anastasya, Ronauli; Ammy, Putri Maisyarah; Simarmata, Hotnida
Jurnal Pendidikan, Sains Sosial, dan Agama Vol. 10 No. 2 (2024): Jurnal Pendidikan, Sains Sosial, dan Agama
Publisher : STABN RADEN WIJAYA WONOGIRI

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.53565/pssa.v10i2.1990

Abstract

This study aims to improve student learning activity by implementing a game-based learning model using snakes and ladders media. The background of this study is based on the low learning activity of students such as being passive during discussions, less enthusiastic about answering teacher questions, and being reluctant to participate in learning activities as well as learning activities that have not been able to encourage active involvement both individually and in groups. This study was conducted in class III of SD N 066055 Medan using the Classroom Action Research (CAR) method which was implemented in two cycles. The increase in learning activity can be seen from the results of the questionnaire in the pre-cycle to cycle II. In the pre-cycle, the number of students in the Active and Very Active categories was only 6 people (31.6%). In cycle I it increased to 10 people (52.6%), and in cycle II it increased again to 15 people (78.9%). This shows that the implementation of Game Based Learning through snakes and ladders media has proven to have a positive effect and helps improve student learning activity.
Utilization of Pentalearner Media to Improve Understanding of The Concept of Pancasila Values in Pancasila Education Learning Ganda, Ruth Ellyana; Ammy, Putri Maisyarah; Simarmata, Hotnida
Jurnal Pendidikan, Sains Sosial, dan Agama Vol. 10 No. 2 (2024): Jurnal Pendidikan, Sains Sosial, dan Agama
Publisher : STABN RADEN WIJAYA WONOGIRI

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.53565/pssa.v10i2.1991

Abstract

This study aims to determine the Utilization of Pentalearner Media to Improve Understanding of the Concept of Pancasila Values in Pancasila Education Learning at Sd N 066055 Medan. This type of research is Classroom Action Research (CAR). Based on the results of classroom action research that has been carried out in two cycles in class III SDN 066055 Medan City, it can be concluded that the use of Pentalearner media is significantly able to improve the understanding of the concept of Pancasila values in students. The application of this media in the learning process of Pancasila Education is carried out through a contextual and interactive approach, namely with the Problem Based Learning (PBL) learning model and the Culturally Responsive Teaching approach, which is adjusted to the characteristics and learning needs of phase B students. Pentalearner media designed in the form of five learning sides is proven to be effective in encouraging active student involvement in learning activities. Students not only memorize the precepts of Pancasila, but are able to explain the meaning of each precept, identify behaviors that are in accordance with the values of Pancasila, recognize the national symbol and the figures who formulated Pancasila, and apply these values in everyday life. This is reflected in the increase in student learning outcomes from pre-action to cycle I, and further increased in cycle II. The average student score increased from 60.78 in the pre-test to 80 in the post-test of cycle I, and reached 90.26 in the post-test of cycle II. Classical completeness also increased from 52.63% in the pre-test to 94.73% at the end of cycle II. In addition, the average N-Gain value of 0.77 is included in the high category, which indicates the effectiveness of using this media.
Efforts To Improve Understanding Of The Concept Of Composite Reduction Using Digital Scratch Media With The CRT Approach Sinuraya, Putri Yohana M.; Ammy, Putri Maisyarah; Harianty, Shofya S
Jurnal Pendidikan, Sains Sosial, dan Agama Vol. 10 No. 2 (2024): Jurnal Pendidikan, Sains Sosial, dan Agama
Publisher : STABN RADEN WIJAYA WONOGIRI

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.53565/pssa.v10i2.1992

Abstract

This study aims to improve the understanding of the concept of compound subtraction through Scratch media with the Culturally Responsive Teaching (CRT) approach in grade II students of SD Negeri 066055 Medan Denai. This study is a Classroom Action Research (CAR) with the Kemmis, McTaggart, and Nixon model which is implemented in two cycles. Each cycle consists of planning, action, observation, and reflection stages. The research subjects were 15 students, consisting of 8 boys and 7 girls. Data were collected through pretest and posttest tests to measure the ability to understand mathematical concepts, as well as documentation to support the learning process. The results of the study showed that in cycle I, students who completed the learning only reached 40% or 6 out of 15 students. After learning improvements were made in cycle II, there was a significant increase, namely as many as 13 out of 15 students (86.67%) reached the specified Minimum Completion Criteria (KKM), which is ≥70. These results indicate that the use of Scratch media combined with the CRT approach is able to improve students' understanding of the concept of compound subtraction. This approach allows students to learn in a way that is more contextual, engaging, and appropriate to their cultural background.
Penerapan Model Integratif Learning untuk Meningkatkan Kemampuan Berpikir Kritis Matematis Siswa SMP Ammy, Putri Maisyarah; Syahputri, Annisa Ayli
Kognitif: Jurnal Riset HOTS Pendidikan Matematika Vol. 4 No. 1 (2024): January - March 2024
Publisher : Education and Talent Development Center Indonesia (ETDC Indonesia)

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.51574/kognitif.v4i1.1445

Abstract

Beragam upaya yang telah dilakukan untuk meningkatkan kemampuan berpkir kritis siswa, salah satu upayanya melalui Model Integratif Learning. Penelitian ini bertujuan untuk meningkatkan kemampuan berpikir kritis matematis siswa dengan menerapkan model pembelajaran Integratif Learning. Penelitian ini merupakan penelitian tindakan kelas yang terdiri dari dua siklus dengan materi bangun ruang yang berfokus pada bangun ruang kubus dengan melibatkan siswa kelas VII SMP IT Prima Mandiri Medan yang berjumlah 21 siswa. Instrumen yang digunakan dalam penelitian ini berupa (1) tes yang digunakan untuk melihat ketercapaian siswa dengan peningkatan dan pemahaman siswa; dan (2) lembar observasi untuk melihat berpikir kritis siswa dalam mengamati keberhasilan dan hambatan-hambatan yang dialami siswa dalam proses pembelajaran. Hasil penelitian dari 21 siswa pada tes siklus I, ada 11 siswa yang mencapai ketuntasan hasil belajar siswa yaitu 52,38% pada tes siklus I ini yang menjadi tujuan penelitian ini belum tercapai dan observasi nilai rata-rata presentase berpikir kritis siswa 67,28 dengan kategori cukup, maka dilanjutkan pada siklus II. Hasil tes siklus II menunjukan peningkatan yaitu 15 siswa yang mencapai ketuntasan hasil belajar 71,42% dengan kategori baik. Dan observasi nilai rata-rata presentase 75,55 dengan kategori baik.
Android-Based Media in Course of Mathematics Learning Strategy at Universitas Muhammadiyah Sumatera Utara Ammy, Putri Maisyarah; Maryanti, Indra
Kreano, Jurnal Matematika Kreatif-Inovatif Vol 14, No 2 (2023): Kreano, Jurnal Matematika Kreatif-Inovatif
Publisher : Mathematics Dept, Math. and Science Faculty, Universitas Negeri Semarang

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.15294/kreano.v14i2.39573

Abstract

This research is motivated by teaching materials used by lecturers in the learning process that have not instilled student interest in learning, so students have difficulty understanding the material provided during distance learning (online). This study aims to design android-based mathematics learning media in mathematics learning strategy courses. This Android-based mathematics learning media design model uses Research and Development (RD) developed by Borg and Gall. The product trial population in this study was students at the Universitas Muhammadiyah Sumatera Utara majoring in mathematics education using an instrument in the form of a questionnaire. This trial went through three stages, namely individual group trials, small group trials, and field trials. Before product testing, expert validation tests were carried out on the content and design of mathematics learning media using questionnaires according to predetermined indicators, then after that, a questionnaire analysis was carried out to see the percentage and validation criteria of mathematics learning media. This study designed android-based mathematics learning media that has been declared valid and suitable for use by 3 material experts who obtained an average score of 3,73 (valid) and 2 programming experts with an average score of 3,87 (valid). So, it can be concluded that android-based mathematics learning media is valid and feasible to be used as a mathematics learning media. The results of this research can be applied in the process of distance learning (online) and face-to-face to further increase student enthusiasm for learning.Penelitian ini dilatarbelakangi oleh bahan ajar yang digunakan dosen dalam proses pembelajaran yang belum menanamkan minat belajar mahasiswa, sehingga mahasiswa mengalami kesulitan untuk memahami materi yang diberikan selama pembelajaran jarak jauh (online). Penelitian ini bertujuan untuk merancang media pembelajaran matematika berbasis android pada mata kuliah strategi pembelajaran matematika. Model perancangan media pembelajaran matematika berbasis android ini menggunakan Research and Development (RD) yang dikembangkan oleh Borg and Gall. Populasi uji coba produk dalam penelitian ini adalah mahasiswa Universitas Muhammadiyah Sumatera Utara jurusan pendidikan matematika dengan menggunakan instrumen berupa angket. Uji coba ini melalui tiga tahap, yaitu uji coba kelompok individu, uji coba kelompok kecil, dan uji coba lapangan. Sebelum dilakukan pengujian produk terlebih dahulu dilakukan uji validasi ahli terhadap isi dan desain media pembelajaran matematika menggunakan angket sesuai indikator yang telah ditentukan, kemudian setelah itu dilakukan analisis angket untuk melihat persentase dan kriteria validasi media pembelajaran matematika. Penelitian ini merancang sebuah media pembelajaran matematika berbasis android yang telah dinyatakan valid dan layak digunakan oleh 3 orang ahli materi yang memperoleh skor rata-rata 3,73 (valid) dan 2 orang ahli pemprograman dengan perolehan skor rata-rata 3,87 (valid). Sehingga dapat disimpulkan bahwa media pembelajaran matematika berbasis android valid dan layak digunakan sebagai media pembelajaran matematika. Hasil penelitian ini dapat diterapkan dalam proses pembelajaran jarak jauh (online) maupun tatap muka agar lebih meningkatkan semangat belajar mahasiswa.
Approach in Improving Student's Mathematical Understanding Abilities Ammy, Putri Maisyarah
JTAM (Jurnal Teori dan Aplikasi Matematika) Vol 5, No 2 (2021): October
Publisher : Universitas Muhammadiyah Mataram

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.31764/jtam.v5i2.4743

Abstract

The purpose of this study was to determine whether learning with a problem-posing approach could improve students' mathematical understanding skills. The method used in this research is the literature review method, which is the activity of reviewing or exploring several articles, books, and documents (both printed and electronic), as well as data sources or other information that are considered relevant to the study. The data collection technique used in this research is the documentation method. The data analysis technique used was content analysis. Content analysis is used to obtain valid inferences and can be re-examined based on the context. To maintain the immutability of the assessment process and prevent, and overcome misinformation (a human misunderstanding that can occur due to a lack of researcher's knowledge or a lack of literature writers), inter-literature checks are carried out and re-read the literature and pay attention to the supervisor comments. Based on the results of data analysis from articles that have been carried out, it can be concluded that learning using the problem-posing approach can improve students' mathematical understanding abilities, marked by the increase in learning outcomes of students who learn using the problem-posing approach than students who use conventional learning.