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Desain Baru Model Manajemen Pendidikan Dan Pembelajaran Asik-Kritis-Kreatif-Bermakna Untuk Mewujudkan Pembelajaran Mendalam di Sekolah Wahyudi, Wahyudi; Kusuma, Dani; Winanto, Adi
Scholaria: Jurnal Pendidikan dan Kebudayaan Vol 15 No 2 (2025)
Publisher : Program Studi Pendidikan Guru Sekolah Dasar, Universitas Kristen Satya Wacana

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.24246/j.js.2025.v15.i2.p190-207

Abstract

Penelitian ini bertujuan untuk mengembangkan desain baru model manajemen pendidikan dan pembelajaran mendalam guna mewujudkan pembelajaran yang asik, kritis, kreatif, dan bermakna di sekolah swasta, khususnya sekolah Kristen. Tantangan yang dihadapi sekolah swasta saat ini, antara lain rendahnya daya saing, lemahnya sistem manajerial dan supervisi akademik, serta keterbatasan dalam pemanfaatan teknologi digital, menuntut adanya inovasi dalam pengelolaan dan pelaksanaan pembelajaran. Penelitian ini menggunakan pendekatan penelitian dan pengembangan (Research and Development) dengan mengadaptasi model 4D (Define, Design, Develop, Disseminate) untuk mengembangkan sistem manajemen sekolah berbasis digital, serta model ASSURE untuk merancang proses pembelajaran yang kreatif, partisipatif, dan terintegrasi dengan teknologi. Proses penelitian diawali dengan studi pendahuluan melalui observasi dan FGD untuk mengidentifikasi kebutuhan dan masalah sekolah, yayasan, guru, siswa, serta orang tua. Berdasarkan analisis tersebut, dikembangkanlah dua komponen utama: (1) sistem informasi manajemen interaktif dan ruang kolaboratif digital bagi orang tua dan masyarakat, dan (2) sistem pembelajaran dan ruang kreatif digital untuk guru dan siswa, Validasi ahli dan uji coba terbatas menunjukkan bahwa produk yang dikembangkan memiliki tingkat kepraktisan dan keberterimaan yang tinggi. Hasil penelitian menunjukkan 1) Kemunduran kualitas sekolah dipengaruhi oleh manajemen pengelolaan sekolah, kualitas SDM Kepala Sekolah dan Guru, kualitas Pembelajaran, dan branding dan penciri sekolah, 2) Ruang dan kesempatan kreatif dalam bentuk website interaktif dan e-learning berbasis 3CM learning memberikan fasilitas kepala sekolah melakukan manajemen sekolah khususnya manajemen pembelajaran, promosi dan branding sekolah melalui hasil kreatif guru dan siswa dari hasil pembelajaran, 3) Kreativitas dalam menghasilkan karya kreatif muncul dan tumbuh karena adanya kesempatan melakukan budaya kreatif dan ada ruang untuk mempublish karya kreatif, dan 4) Aktivitas pembelajaran yang dikembangkan dengan model pembelajaran 3CM learning memberikan kesempatan siswa mengalami pembelajaran mendalam dan meningkatkan kemampuan berpikir Tingkat tinggi (HOTS).
Media Komaca (Komik Matematika Pecahan) untuk Meningkatkan Literasi Matematika Siswa Kelas IV Sekolah Dasar Ramadhani, Nada Jesika; Kusuma, Dani
Journal of Education Action Reseach Vol 9 No 1 (2025): February
Publisher : Universitas Pendidikan Ganesha

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.23887/jear.v9i1.93825

Abstract

Minimnya pengembangan media pembelajaran yang menarik dan inovatif berdampak pada rendahnya minat siswa dalam mempelajari materi matematika, khususnya pada topik pecahan. Penelitian ini bertujuan untuk mengeksplorasi dan menguji efektivitas media pembelajaran KOMACA (komik matematika edukatif) dalam meningkatkan literasi matematika siswa sekolah dasar kelas IV. Penelitian ini merupakan penelitian dan pengembangan (R&D) dengan menggunakan model ADDIE (Analysis, Design, Development, Implementation, and Evaluation). Produk yang dikembangkan berupa media pembelajaran interaktif berbasis e-komik yang dipadukan dengan unsur permainan serta dilengkapi dengan soal evaluasi untuk mengukur pencapaian literasi matematika. Uji coba produk dilakukan pada kelompok kecil yang terdiri atas 25 siswa. Metode pengumpulan data menggunakan tes literasi matematika yang disusun berdasarkan indikator numerasi, pemahaman konsep, dan penerapan dalam konteks kehidupan nyata. Analisis data dilakukan secara kuantitatif dengan membandingkan skor tes sebelum dan sesudah penggunaan media. Hasil penelitian menunjukkan bahwa terdapat peningkatan signifikan dalam literasi matematika siswa setelah penggunaan media KOMACA. Temuan ini menunjukkan bahwa media pembelajaran berbasis komik edukatif dapat menjadi alternatif inovatif yang efektif dalam membantu siswa memahami konsep matematika secara kontekstual dan menyenangkan. Penelitian ini berimplikasi pada pentingnya integrasi elemen visual dan naratif dalam media pembelajaran matematika untuk meningkatkan literasi numerasi siswa sekolah dasar.
Development of Geoladder Polygon Board Game Learning Media to Enhance Critical Thingking Skills of 4th Grade Students Kinanti, Dian Putri; Kusuma, Dani
Cetta: Jurnal Ilmu Pendidikan Vol 8 No 3 (2025)
Publisher : Jayapangus Press

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.37329/cetta.v8i3.4372

Abstract

This study aims to develop and evaluate the effectiveness of the GeoLadder Polygon Board Game as an innovative learning medium to enhance the critical thinking skills of fourth-grade elementary students, specifically in polygon geometry. Using a Research and Development (R&D) approach based on the ADDIE model (analysis, design, development, implementation, and evaluation), the board game was systematically created and tested for educational use. The GeoLadder Polygon Board Game combines mathematical content with critical thinking exercises in a collaborative, interactive format, offering a hands-on and engaging alternative to traditional lectures. Validation by subject matter experts and media specialists yielded high feasibility scores: 88.3% for content accuracy and 96.6% for media quality, confirming the product’s suitability for classroom use. Field implementation at SD Negeri 02 Jampiroso with a purposive sample of students showed significant improvement in critical thinking skills, supported by a paired t-test (p < 0.05) and an N-Gain score of 0.83, indicating high learning effectiveness. Qualitative data from classroom observations and student questionnaires also indicated increased motivation, engagement, and collaboration. These results suggest that board games can effectively address challenges in understanding abstract mathematical concepts while fostering higher-order cognitive skills. The study recommends broader use of the GeoLadder Polygon Board Game in elementary mathematics curricula and encourages further innovation, including digital integration, to enhance accessibility and adaptability in diverse learning environments.
Developing Dayak Culture-Based Digital Comic Media for Enhancing Geometry Literacy Among Fifth-Grade Elementary Students Angellina, Angellina; Kusuma, Dani
Journal of Innovation and Research in Primary Education Vol. 4 No. 4 (2025)
Publisher : Papanda Publisher

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.56916/jirpe.v4i4.2021

Abstract

Mathematics education in Indonesian elementary schools faces significant challenges in improving students' understanding of abstract geometric concepts. Traditional teaching methods often fail to engage students and connect mathematical concepts to real-world contexts, resulting in low mathematics literacy scores. This study employed a Research and Development (R&D) approach using the ADDIE model (Analyze, Design, Develop, Implement, Evaluate) to develop a digital comic learning media integrating Dayak cultural elements for teaching geometry to fifth-grade elementary students. The study involved 10 students and utilized both qualitative and quantitative data collection methods, including pre-post tests, questionnaires, interviews, and observations. The developed digital comic media demonstrated high validity with media expert validation scoring 100% and material validation scoring 50%. Student practicality assessment achieved 75%, while teacher practicality assessment reached 78%. The effectiveness evaluation showed moderate improvement with an N-gain score of 0.55, indicating enhanced student understanding of geometric concepts. However, statistical analysis revealed no significant difference between pretest and posttest scores (p > 0.05), though mean scores increased from 68 to 75. The digital comic learning media successfully integrated Dayak cultural elements with geometry education, creating contextual and engaging learning experiences. The media proved practical and feasible for classroom implementation, effectively connecting abstract mathematical concepts to familiar cultural objects. While statistical significance was not achieved, the moderate improvement in student understanding suggests potential for enhancing mathematics literacy through culturally-responsive digital learning materials.
Evaluation of Pancasila Student Profile Strengthening Project Implementation in Elementary School Grade 1 Using the CIPP Model Christanti, Margareta Sania Octa; Kusuma, Dani
Journal of Innovation and Research in Primary Education Vol. 4 No. 4 (2025)
Publisher : Papanda Publisher

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.56916/jirpe.v4i4.2026

Abstract

The Pancasila Student Profile Strengthening Project (P5) represents a significant innovation in the Merdeka Curriculum designed to develop six character dimensions in students. Despite various studies conducted, comprehensive evaluation of P5 implementation in Phase A elementary schools remains limited. This study employed an evaluation research design with a qualitative descriptive approach to evaluate P5 Program implementation in Grade 1 at SD Negeri Tambakboyo 02 using the CIPP (Context, Input, Process, Product) model. Research subjects comprised the school principal, Grade 1 teachers, and Grade 1 students. Data collection utilized triangulation techniques including questionnaires, in-depth interviews, direct observation, and documentation study. Data analysis employed the Miles and Huberman model with validation through source triangulation. Context evaluation demonstrated stakeholders' deep understanding of P5 objectives and program alignment with student characteristics (score 90). Input evaluation indicated thorough planning despite funding limitations (score 77.5). Process evaluation revealed excellent implementation with high flexibility (score 92.5). Product evaluation confirmed objective achievement through comprehensive assessment systems (score 93.3). The P5 program proved effective in providing meaningful learning experiences and developing student character. P5 implementation success depends on the synergy between thorough planning, stakeholder commitment, implementation flexibility, and adaptive capacity to address challenges. The program effectively develops character according to the six dimensions of Pancasila student profile through project-based learning approaches. Enhanced financial support and external collaboration mechanisms are needed to maximize program potential while maintaining implementation flexibility.
Developing Flash Card 'Flat Facts' Media to Enhance Creative Thinking Skills in Elementary Geometry Learning Fadhilah, Febri Mayasari Miftakhul; Kusuma, Dani
Journal of Innovation and Research in Primary Education Vol. 4 No. 4 (2025)
Publisher : Papanda Publisher

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.56916/jirpe.v4i4.2041

Abstract

Creative thinking skills are fundamental competencies that must be developed in elementary mathematics education, particularly in geometry learning. However, Indonesian students' creative thinking abilities remain low, as evidenced by international assessments like TIMSS and PISA. This study aimed to develop Flash Card "Flat Facts" media to enhance creative thinking skills among fourth-grade students in flat geometry learning. This research employed a Research and Development (R&D) approach using the ADDIE model (Analysis, Design, Development, Implementation, Evaluation). The subjects were 18 fourth-grade students from SD Negeri Sumberejo 02, Pabelan District, Semarang Regency. Data collection instruments included observation sheets, structured interview guides, creative thinking ability tests measuring fluency, flexibility, originality, and elaboration indicators, and response questionnaires. Data analysis used descriptive quantitative methods with paired sample t-tests and N-Gain calculations to measure effectiveness. Expert validation showed excellent results with 84% for content validity and 98.3% for media design validity. The media demonstrated significant effectiveness in improving students' creative thinking abilities, with a mean N-Gain score of 0.7208 (72.08%) categorized as "high improvement." Statistical analysis revealed significant differences between pretest and posttest scores (p < 0.001). The media also showed exceptional practicality with 89% student satisfaction and 96% teacher approval. Flash Card "Flat Facts" successfully enhanced creative thinking skills in geometry learning through interactive and visual approaches. The dual-coding design combining visual and textual elements effectively facilitated knowledge construction among elementary students. The high user satisfaction indicates successful integration into authentic classroom environments, supporting the implementation of student-centered learning approaches aligned with Indonesia's Kurikulum Merdeka philosophy.
Development of the 'Selangkah Mengelilingi Salatiga' (SEMESTA) Board Game to Improve Fourth-Grade Primary School Students’ Problem-Solving Skills in Plane Geometry Ramadhan, Akmal Rizqi; Kusuma, Dani
Electronic Journal of Education, Social Economics and Technology Vol 6, No 1 (2025)
Publisher : SAINTIS Publishing

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.33122/ejeset.v6i1.657

Abstract

This study was motivated by the lack of students’ problem-solving abilities in plane geometry and the limited availability of appropriate learning media. These factors contribute to low learning outcomes in problem-solving and minimal student engagement during the learning process. The development of the Selangkah Mengelilingi Salatiga (SEMESTA) board game aims to address these issues. The study was conducted at SDN Tingkir Lor 02 using a Research and Development (RD) method with the ADDIE development model, which consists of five stages: analysis, design, development, implementation, and evaluation. Data collection techniques included observation, interviews, validation questionnaires, response questionnaires, pre-tests, and post-tests. Media validation results reached 94.66%, categorized as “Highly Valid,” and material validation scored 69.33%, categorized as “Valid.” The practicality test results were 98.66% from teachers and 73.79% from students, indicating that the media was “Highly Practical.” A significant improvement in problem-solving ability was observed, as indicated by an N-Gain score of 0.6701, categorizing the media as “Moderately Effective,” with the average pre-test score rising from 42.93 to 78.79 in the post-test. It can be concluded that there is a significant difference between the pre-test and post-test results, and thus, the SEMESTA board game is suitable for use in the learning process.
Development of Pop-up Storybooks Media Building Space to Improve Students’ Understanding of Geometry Concepts in Grade VI Elementary School Fatimah, Nurul; Kusuma, Dani
Electronic Journal of Education, Social Economics and Technology Vol 6, No 1 (2025)
Publisher : SAINTIS Publishing

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.33122/ejeset.v6i1.845

Abstract

This study aims to determine the process of developing pop-up storybook learning media for spatial figures to improve the understanding of geometry concepts for grade VI elementary school students, to determine the validity of pop-up storybook learning media for spatial figures, to determine the practicality of pop-up storybook learning media for spatial figures, and to determine the effectiveness of pop-up storybook learning media for spatial figures. The research is a Research and Development (RD) type with the ADDIE development model, and the research subjects include grade VI students at Mlilir 02 Elementary School located in RT 02 RW 04 Mlilir Village, Bandungan District, Semarang Regency. The data collection techniques employed in this study included observation, tests, interviews, and questionnaires, which were subsequently analyzed using effectiveness tests and practicality tests. Based on the results of the study, it was found that the results of the N-Gain value test in the table above, it is known that the N-Gain score has an average value (mean) of 0.6020. Thus, it can be concluded that the use of Pop-up Storybook media for spatial structures in improving students' understanding of geometric concepts is quite effective for use in learning.
Development of the Geo-Food Board Game to Improve Geometry Skills Based on Van Hiele’s Levels of Thinking in Fourth Grade Elementary Students Muti, Laurencia Lucia Rosok Klau; Kusuma, Dani
Electronic Journal of Education, Social Economics and Technology Vol 6, No 1 (2025)
Publisher : SAINTIS Publishing

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.33122/ejeset.v6i1.658

Abstract

The lack of interactive learning media in mathematics education, particularly in geometry, often makes it difficult for students to understand the material and leads to boredom during learning. Therefore, there is a need for game-based media that engages students and encourages active participation in classroom learning. This study aims to examine the development process, validity, effectiveness, and practicality of the "GEO-Food" board game in improving geometry skills based on Van Hiele’s levels of thinking in fourth-grade elementary students. This research is a type of Research and Development (RD) using the ADDIE development model (Analysis, Design, Development, Implementation, Evaluation). Data were collected through expert validation questionnaires, teacher and student response questionnaires, and pre-test and post-test on quadrilateral material. The trial results showed that the media validity score was 100% by media experts and 96% by material experts, both categorized as "very valid." The media was considered moderately effective, with an N-Gain score of 70.73%, and an average score increase from 38.07% (pre-test) to 80.67% (post-test). The practicality of the media was rated at 93% by teachers and 88% by students, both categorized as "very practical." It can be concluded that the "GEO-Food" board game is valid, effective, and practical for improving geometry skills based on Van Hiele’s levels of thinking in fourth-grade elementary students.
Enhancing Fourth-Grade Mathematical Problem-Solving abilities and Learning Motivation Through Creative Problem Solving with Grobogan Ethnomathematics Januarti, Audia; Kusuma, Dani
Journal of Innovation and Research in Primary Education Vol. 4 No. 4 (2025)
Publisher : Papanda Publisher

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.56916/jirpe.v4i4.2443

Abstract

Mathematics education faces persistent challenges in engaging elementary students and developing essential problem-solving skills. This study investigated the effectiveness of Creative Problem Solving (CPS) methodology integrated with Grobogan ethnomathematics in enhancing fourth-grade students' mathematical problem-solving abilities and learning motivation. A quasi-experimental design with nonequivalent control groups was employed at SD Negeri 1 Penadaran, Grobogan Regency. The experimental group (n=27) received CPS instruction incorporating Joglo house architectural elements, while the control group (n=16) received conventional instruction. Data were collected through pre-post mathematical problem-solving tests and learning motivation questionnaires. Statistical analyses included one-sample t-tests, binomial proportion tests, independent sample t-tests, and linear regression. The experimental group achieved 93% individual mastery rates and 90% classical achievement levels, significantly exceeding the 70% threshold (p < 0.001). Post-test comparisons revealed significant differences between groups (p = 0.007), with the experimental group demonstrating superior performance. Linear regression analysis showed a strong positive correlation between learning motivation and problem-solving ability (R² = 0.696, r = 0.834), indicating that motivation explained 69.6% of the variance in mathematical performance. The integration of CPS with ethnomathematical elements provided culturally relevant scaffolding that enhanced both cognitive and affective learning outcomes. The Joglo architectural contexts transformed abstract geometric concepts into meaningful, culturally grounded experiences. These findings contribute to culturally responsive pedagogy literature while demonstrating the practical viability of ethnomathematical approaches in elementary mathematics education.