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The Effectiveness of the Two Stay Two Stray (TSTS) Cooperative Learning Model Compared to the Jigsaw Type on Students' Science Learning Outcomes Faiqoh, Siti Nur; Asih, Sri Sami
Jurnal Penelitian Pendidikan IPA Vol 11 No 2 (2025): February
Publisher : Postgraduate, University of Mataram

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.29303/jppipa.v11i2.10491

Abstract

The mismatch of models and objectives causes students' learning outcomes to vary. This study aims to determine the effectiveness of the Two Stay Two Stray (TSTS) cooperative learning model compared to the Jigsaw type in improving the learning outcomes of science students on the human digestive system material for class V SDIT Mutiara Hati Rembang. This study uses an experimental research type with a quasi-experimental research design in the form of Non-Equivalent Control Group Design. The sample in this study amounted to 54 students. The sampling technique used purposive sampling. Class VB as the control class and class VA as the experimental class. The data collection technique used a test technique in the form of pretest and posttest questions; non-test techniques in the form of interviews, observations, and documentation. The data analysis technique consists of initial data analysis in the form of normality tests and homogeneity tests and final data analysis in the form of t-tests and N-Gain tests. Based on the t-test, the sig. value is 0.013 (<0.05) meaning that Ho is rejected and Ha is accepted. So, there is a significant difference in the effectiveness of the application of the TSTS and Jigsaw learning models on the learning outcomes of science students for class V SDIT Mutiara Hati Rembang. Furthermore, based on the results of the N-Gain test, the control class was 0.46 and the experimental class was 0.56. In conclusion, the TSTS learning model is more effective than Jigsaw on social science learning outcomes
Pengembangan Media Pembelajaran Pop-Up Book Digital dengan Pendekatan Contextual Teaching and Learning (CTL) untuk Meningkatkan Hasil Belajar IPAS Siswa Kelas IV SD Sa'adah, Anis; Asih, Sri Sami
Jurnal Penelitian Pendidikan IPA Vol 11 No 5 (2025): May
Publisher : Postgraduate, University of Mataram

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.29303/jppipa.v11i5.10697

Abstract

The results of the pre-research conducted by researchers at SD Negeri Jontro show that there are two main problems, namely the limitations of learning media and low student learning outcomes, especially in the science and science subject grade IV. This study aims to develop, evaluate, and test the effectiveness of digital pop-up book media with the Contextual Teaching and Learning (CTL) approach, with a focus on improving the learning outcomes of grade IV elementary school students. The method applied in this study is Research and Development (R&D), which is modified into eight stages, namely potential and problem identification, data collection, product design, design validation, design revision, product trial, product revision, and application trial. The results of the assessment from media experts showed a percentage of 86% and material experts showed a percentage of 90%, which is classified as very feasible. In addition, the response from the classroom teacher reached 92.85% and the student response was 94%, both of which were also considered very feasible. The media effectiveness test carried out by T test analysis showed a significance value of 0.000. In addition, the N-Gain calculation yields a value of 0.84 which is included in the high category. Thus, digital pop-up book media with the Contextual Teaching and Learning (CTL) approach can be considered very feasible and effective to improve the learning outcomes of social studies students in grade IV.
Development of Diversity Monopoly Game Smart Board Learning Media to Improve IPAS Learning Outcomes of Grade IV Elementary School Students Rustianti, Erika Septianing; Asih, Sri Sami
Jurnal Penelitian Pendidikan IPA Vol 11 No 4 (2025): April
Publisher : Postgraduate, University of Mataram

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.29303/jppipa.v11i4.10706

Abstract

Based on the results of the pre-research, the problem was the lack of use of learning media at SDN Sembaturagung 02 which affected the low learning outcomes of students. This study aims to develop, test the feasibility, and effectiveness of the Diversity Monopoly Game Smart Board. This study uses a Research and Development (R&D) approach that refers to the Borg and Gall model. The population in this study was 35 students with 10 small-scale subjects from class IV SDN Sembaturagung 01 and 25 large-scale subjects from class IV SDN Sembaturagung 02. The data collection techniques used were tests (pretest-posttest) and non-tests in the form of observations, questionnaires, interviews, and documentation data. The validation results by media and material expert validators showed that the Diversity Monopoly Game Smart Board met the criteria of being very feasible with a percentage of 90% from media experts and 88.75% from material experts. Based on the results of the pretest-posttest, it is known that the Diversity Monopoly Game Smart Board is quite effective in improving student learning outcomes, indicated by an average increase of 31.68 with an N-Gain test result of 0.6640 which is in the moderate and quite effective category. The responses of teachers and students were very positive with an average percentage of 92% indicating practicality. It can be concluded that the Diversity Monopoly Game Smart Board is feasible, practical, and quite effective in improving the learning outcomes of IPAS subjects on cultural diversity and local wisdom.
Pengembangan Media Pembelajaran Interaktif Indonesiaku Kaya Budaya “INKAYA” Berbasis Unity untuk Meningkatkan Hasil Belajar IPAS Peserta Didik Kelas IV Sekolah Dasar Yulia Cahyaningrum; Asih, Sri Sami
Jurnal Penelitian Pendidikan IPA Vol 11 No 4 (2025): April
Publisher : Postgraduate, University of Mataram

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.29303/jppipa.v11i4.10731

Abstract

Based on pre-research data at SDN Tambangan 01 Semarang, the problem of the lack of interesting and IT-based learning media was found. This study aims to develop, assess the feasibility, and test the effectiveness of interactive learning media Inkaya based on Unity in the subject of science for grade IV. This type of research is Research and Development (R&D) with the Borg & Gall model involving 10 steps. The study population consisted of 28 grade IV students. Data collection techniques include tests, questionnaires, observations, interviews, and documentation, as well as data analysis using normality tests, t-tests, and N-gain tests. The results of the study showed that the Inkaya learning media based on Unity was feasible to use with a feasibility of 90% for presentation by media experts and feasibility of content by material experts. This media has also proven effective in improving student learning outcomes with a t-test value of 0.000 (significant) and an N-gain of 0.656 (moderate criteria). In conclusion, the Inkaya learning media based on Unity is effective and feasible to use in learning science for the material of Indonesian cultural wealth.
Development of Learning Domino Card Learning Media to Improve Social Science Learning Outcomes Nasyawa, Radya; Asih, Sri Sami
Jurnal Penelitian Pendidikan IPA Vol 11 No 3 (2025): March
Publisher : Postgraduate, University of Mataram

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.29303/jppipa.v11i3.10750

Abstract

Based on the results of the pre-research, problems were found in the form of the lack of use of learning media and the development of learning resources only through student books and teacher books at SDN Mangkang Wetan 03 Semarang City so that it affects the low learning outcomes of students. This study aims to develop, test the feasibility and effectiveness of the learning media Domino Learning Card. This study uses research and development (R&D) research that refers to the Borg and Gall model. The population in this study amounted to 27 students with 6 small-scale test subjects and 21 large-scale subjects in grade IV students of SDN Mangkang Wetan 03 Semarang City. The data collection techniques used are tests (pretest-posttest) and non-tests in the form of observations, interviews, document studies and questionnaires. The results of validation by media experts and material experts show that the Domino Card Learning media meets the criteria very feasible. Based on the results of the prestest and posttest , it is known that the Domino Learning Card media is effective in improving student learning outcomes, shown by the N-Gain test result of 0.7037 which is in the high and effective category. From these results, it can be concluded that the learning media Domino Card Learning is very feasible and effective to improve student learning outcomes in learning science and plant body parts material in grade IV SDN Mangkang Wetan 03 Semarang City.
Hubungan antara Kreativitas Guru dalam Mengajar dan Keaktifan Siswa dengan Hasil Belajar IPAS Siswa Kelas IV SD Soleha, Vaella Silfa; Asih, Sri Sami
Jurnal Penelitian Pendidikan IPA Vol 11 No 4 (2025): April
Publisher : Postgraduate, University of Mataram

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.29303/jppipa.v11i4.10877

Abstract

Teacher creativity in teaching and student activeness affect student IPAS (Natural and Social Sciences) learning outcomes. This study aims to examine the relationship between teacher creativity in teaching and student activeness with IPAS learning outcomes of fourth grade students of Gugus Wijaya Kusuma Ngaliyan District Semarang City. With a quantitative approach and the type of correlation research used, the research sample was obtained using Proportional Random Sampling technique namely 112 students. The research data were collected using a closed questionnaire for the variables of teacher creativity in teaching and student activeness, as well as documentation of student report cards for the variable of IPAS learning outcomes. The data were analyzed using descriptive statistical analysis, prerequisite tests, and hypothesis tests consisting of simple correlation, multiple correlation, F test, and coefficient of determination. The results showed that teacher creativity in teaching and student activeness with IPAS learning outcomes had a significant relationship with rcount of 0.665, Fcount of 43.125, and the contribution was 44.20%. Thus, it can be concluded that there is a positive and significant relationship between teacher creativity in teaching and student activeness with IPAS learning outcomes of fourth grade students of Gugus Wijaya Kusuma Ngaliyan District Semarang City.
MENINGKATKAN HASIL BELAJAR IPAS MATERI INDONESIA KAYA BUDAYA MELALUI PENDEKATAN CRT DENGAN BERBANTUAN MEDIA WORDWALL PADA SISWA KELAS IV SDN BANYUMANIK 01 TAHUN AJARAN 2023/2024 LAHISA, AINU ILMA YUNI; Asih, Sri Sami
Joyful Learning Journal Vol. 13 No. 1 (2024): Joyful Learning Journal: Maret 2024
Publisher : Universitas Negeri Semarang

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

Abstract

Rendahnya hasil belajar siswa pada materi Indonesia kaya budaya peserta didik telah dibuktikan dengan adanya perolehan hasil pre tes pada materi Indonesia kaya budaya dari 28 peserta didik kelas IV SDN Banyumanik 01. Berdasarkan hasil pretes peserta didik, diperoleh nilai ketuntasan klasikal sebanyak 9 siswa. Melihat pernyataan ini dapat dikatakan bahwa persoalan di atas penulis tertarik untuk meneliti dan menguji sejauh mana hasil belajar siswa melalui pendekatan CRT dengan berbantuan media wordwall. Metode penelitian ini menggunakan metode penelitian tindakan kelas (Classroom Action Research). Penelitian tindakan kelas ini dilaksanakan di SDN Banyumanik 01 Kelas IV. Penelitian dilaksanakan bulan Februari 2024 sampai Mei 2024. Tehnik pengumpulan data dalam penelitian ini adalah teknik tes, teknik observasi, wawancara dan dokumentasi. Pada pra siklus menunjukkan hasil belajar siswa secara klasikal 32,14% dengan kategori “sangat rendah”, pada siklus I memiliki persentase 67,85% kategori tinggi, sedangka pada siklus II persentase secara klasikalnya 100% kategori “sangat tinggi”. Pada siklus I siswa pada siklus I secara klasikal 74,70% dengan kategori “baik” dan pada siklus II persentasenya menjadi 100% dan kategorinya “sangat baik”. Dari keterangan tersebut dapat disimpulkan bahwa pendekatan CRT dengan berbantuan media wordwall dapat diterapkan pada materi Indonesia kaya budaya dan dapat meningkatkan hasil belajar di kelas IV Semester II SDN Banyumanik 01 Tahun Ajaran 2023/2024