Claim Missing Document
Check
Articles

Found 3 Documents
Search

Penggunaan Media Beruang Antik Berbasis STEAM pada Materi Bangun Ruang Siswa Sekolah Dasar Khoir, Ani Kholifatul
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.v6i3.249

Abstract

Kondisi pada wabah Pandemi Covid -19 yang sedang mewabah di Indonesia ini sangat berpengaruh di segala eknik, salah satunya di bidang pendidikan. Dunia pendidikan merasakan dampak yang sangat luar biasa terutama guru dalam proses belajar, agar pembelajaran tetap menyenangkan meskipun belajar di rumah. Sehingga guru diminta dan dipaksa untuk menbuat perangkat pembelajaran sebagai solusi dan inovasi melalui pemanfaatan berbagai perangkat pembelajaran serta aplikasi daring (online). Media pembelajaran Beruang Antik berbasis STEAM diantaranya disiplin sains, teknologi, Teknik, seni, dan matematika ini peserta didik diajak untuk dapat berpikir secara kritis dengan metode belajar memecahkan masalah serta dapat menggunakan kecanggihan alat teknologi dan strategi belajar yang aktif dan kreatif. Media Beruang Antik dapat membantu peserta didik meningkatkan keterampilan perpikir kreatif dan keterampilan berkomunikasi. Dalam pelaksanaan pembelajaran, media Beruang Antik memberdayakan keterlibatan orang tua, untuk mengarahkan peserta didik menyelesaikan masalah, mendorong peserta didik berekplorasi, menemukan cara-cara baru. Keterlibatan Orang tua inilah yang akan membuat pembelajaran secara daring menggunakan Media Berung Antik ini dapat berjalan maksimal. Kata kunci : Pandemi Covid-19, Media Beruang Antik, STEAM
The Application of MathCityMap at SDN Kaweron II to Improve Students' Problem Solving Abilities Khoir, Ani Kholifatul
Prima: Jurnal Pendidikan Matematika Vol 8, No 3 (2024): PRIMA : Jurnal Pendidikan Matematika
Publisher : FKIP Universitas Muhammadiyah Tangerang

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.31000/prima.v8i3.11660

Abstract

Quality education is one of the rights that every citizen must obtain. The quality of education can be seen through the learning process provided by teachers to students at school. However, when the Covid-19 pandemic hit, the learning process became very hampered, especially in mathematics learning. This cannot be separated from the assumption that mathematics is a subject that is difficult for students to understand. The presence of the MathCityMap application is one of the innovations in the field of mathematics learning because it can make learning mathematics more fun for students. This paper aims to analyze the MathCityMap experiment at SDN Kaweron II with the aim of improving students' problem solving abilities. The research results show that using MathCityMap is quite effective in improving students' problem solving abilities because learning is packaged in a fun way and attracts students' interest in studying mathematics outside the classroom. Using MathCityMap also becomes a challenge for students to want to solve every problem given by the teacher. Therefore, apart from problem solving skills, this learning also improves students' critical thinking and teamwork skills.
Penggunaan Media Beruang Antik Berbasis STEAM pada Materi Bangun Ruang Siswa Kelas VI SD Negeri Banggle 02 Khoir, Ani Kholifatul
Jurnal Nispatti Vol. 10 No. 1 (2025): Jurnal Nispatti
Publisher : SCAD Independent

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.26811/nispatti.v10i1.129

Abstract

The Covid-19 pandemic outbreak that is currently becoming pandemic in Indonesia is strongly influential in all aspects, one of them is in the education. The world of education gets tremendous impact, particularly for teachers in the learning process, so that learning remains fun even though studying at home. So that teachers have big responsibility to make learning tools as solutions and innovations through the use of various learning tools and online applications. And the Beruang Antik STEAM-based learning media which includes the disciplines of Science, Technology, Engineering, Art and Mathematics students are built to think critically by learning to solve problems using technological tools and creative learning strategies. Beruang Antik Media can assist students to improve creative thinking skills and communication skills. In the implementation of learning, the Beruang Antik media empowers parental involvement, to direct students to solve problems, encourage students to explore, and find new ways. The parental involvement will make online learning using this Beruang Antik Media run optimally.