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Penggunaan Media Seesaw Class pada Kegiatan Belajar dari Rumah Selama Pandemi Covid-19 Twiningsih, Anik
Edudikara: Jurnal Pendidikan dan Pembelajaran Vol 6 No 3 (2021): September
Publisher : IPTPI Surakarta

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.32585/edudikara.v6i3.247

Abstract

The objective of the study is to describe the effectiveness of the media seesaw class in learning from home based in networks (online). This study applied descriptive qualitative research. Data collection techniques used were through interviews, observation, documentation and online portfolios. The subjects of this study were 3rd grade students of SD Negeri Laweyan, Surakarta. The results of this study prove that the media seesaw class has a positive impact on learning from home for students during the Covid-19 pandemic. This is shown by the various seesaw class features that make it easier for teachers and students to learn from home during the Covid-19 pandemic. The seesaw class application that can be accessed via Andorid's cellphone not only makes it easier for teachers and students to interact, but also interactions between students. This is what increases student learning activities at home because both teachers and students are not fixated on time
Pengaruh model pembelajaran kooperatif terhadap keterampilan berpikir kritis dan kreatif dalam pembelajaran IPA pada siswa Sekolah Dasar Twiningsih, Anik; Retnawati, Heri; Cahyandaru, Pramudya
Taman Cendekia: Jurnal Pendidikan Ke-SD-an Vol 6 No 2 (2022): Desember 2022
Publisher : Universitas Sarjanawiyata Tamansiswa

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.30738/tc.v6i2.13599

Abstract

Many implementations of cooperative learning have been carried out, but the selection of cooperative learning models still needs to be investigated. This study aims to determine the effect of cooperative learning models such as the Group Investigation (GI) model, Student Team Achievement Division (STAD), and Jigsaw on critical and creative thinking skills in science learning in fourth-grade students in elementary school. The research uses a quantitative research approach. The research sample was randomly selected from 75 fourth-grade elementary school students. Data were collected by using the critical and creative thinking skills test method. The test instrument is structured with indicators of critical and creative thinking variables which are applied in the study of science learning. The research instrument is in the form of a description test that has met the validity and reliability tests. The technique of data analysis was done with a Multivariate Analysis Of Variance. The results show that the critical and creative thinking skills obtained sig. of 0.001 <0.05, which means that the cooperative learning model significantly affects critical and creative thinking skills multivariate. Meanwhile, post hoc testing shows that the GI model is superior for improving critical and creative thinking skills. Keywords:  Cooperative learning model, Critical thinking skills, Creative thinking
Empowering Gamification-Based Mobile Learning Media To Improve Mathematics Learning Outcomes For Dyscalculia Students Twiningsih, Anik; Gunarhadi, Gunarhadi; Musadad, Akhmad Arif
JETL (Journal of Education, Teaching and Learning) Vol 9, No 1 (2024): Volume 9 Number 1 March 2024
Publisher : STKIP Singkawang

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.26737/jetl.v9i1.4899

Abstract

This research aims to describe the empowerment of gamification-based mobile learning media to improve mathematics learning outcomes in cubes and blocks in fifth grade elementary school students with dyscalculia. The formulation of the problem in this research is how effective the media used in developing gamification-based mobile learning media is to improve mathematics learning outcomes in cube and block geometric materials for students with dyscalculia. The research method used in the research is development research. The research and development design uses the Sukmadinata research and development model which consists of three steps, preliminary study, development and testing. The results of this research show that the learning outcomes of the experimental class are better than the control class. Even though the results of the effectiveness test have proven that the learning outcomes of the experimental class are better than the control class, the researchers conducted an effect test to determine the magnitude of the influence of mobile learning media on the mathematics learning outcomes of cubes and blocks in fifth grade elementary school students with dyscalculia. The effect size value (d) reached 1.83, which according to Cohen's effect size is in the high category. Thus, the use of gamification-based mobile learning media has a high influence in improving mathematics learning outcomes for cubes and blocks in fifth grade elementary school students with dyscalculia. Researchers conducted an effect test to determine the magnitude of the influence of mobile learning media on mathematics learning outcomes in cubes and blocks in fifth grade elementary school students with dyscalculia. The effect size value (d) reached 1.83, which according to Cohen's effect size is in the high category. Thus, the use of gamification-based mobile learning media has a high influence in improving mathematics learning outcomes for cube and block geometric material in fifth grade elementary school students with dyscalculia. Researchers conducted an effect test to determine the magnitude of the influence of mobile learning media on mathematics learning outcomes in cubes and blocks in fifth grade elementary school students with dyscalculia. The effect size value (d) reached 1.83, which according to Cohen's effect size is in the high category. Thus, the use of gamification-based mobile learning media has a high influence in improving mathematics learning outcomes for cubes and blocks in fifth grade elementary school students with dyscalculia.