Claim Missing Document
Check
Articles

Found 9 Documents
Search

Problem-Based Learning-Based Ipa Practicum Module To Improve Problem-Solving Ability Wahyudiana, Endang; Sagita, Julius; Iasha, Vina; Setiantini, Ari; Setiarini, Ari
Buana Pendidikan Jurnal Fakultas Keguruan dan Pendidikan Universitas PGRI Adi Buana Surabaya
Publisher : Fakultas Pedagogi dan Psikologi Universitas PGRI Adi Buana Surabaya

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.36456/bp.vol17.no2.a4341

Abstract

This study aims to determine the characteristics of Problem Based Learning-based science modules to improve problem-solving skills and to determine the feasibility of Problem Based Learning-based science modules. The method used in this study is the Research and Development proposed by Dick and Carey. Module development is assessed based on the feasibility of materials, learning tools, media, and language by 3 lecturers, 1 language expert, and 1 teacher. Data collection ability to solve problems using tests. The development stage of the Problem Based Learning-based science module to improve problem-solving skills in human and environmental materials begins with a needs analysis, the design stage is in the form of drafting the module draft, the develop stage is in the form of validating the module draft, after being valid, a trial is carried out. The modules developed have a very good quality category so that they are suitable for use in science learning. Furthermore, there is an increase in the average problem-solving ability during learning using a Problem Based Learning-based science module to improve problem-solving skills as indicated by the results of the pre-test and post-test.
Pengembangan Ensiklopedia Digital Berbasis Literasi Sains pada Pembelajaran IPA Materi Ekosistem Kelas V Sekolah Dasar Ramadhani, Rini; Wahyudiana, Endang; Hidayat, Otib Satibi
Jurnal Basicedu Vol. 7 No. 4 (2023)
Publisher : Universitas Pahlawan Tuanku Tambusai

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.31004/basicedu.v7i4.5758

Abstract

Penelitian ini bertujuan untuk menghasilkan produk berupa ensiklopedia digital berbasis literasi sains yang layak digunakan pada pembelajaran IPA materi ekosistem kelas V sekolah dasar. Metode yang digunakan dalam penelitian ini adalah Research and Development (R&D) dengan model pengembangan ADDIE. Model ini terdiri dari dari lima tahapan yaitu Analysis, Design, Development, Implementation dan Evaluation. Teknik pengumpulan data yang digunakan yaitu observasi, wawancara, dan kuesioner. Penelitian ini menghasilkan produk berupa ensiklopedia digital berbasis literasi sains pada pembelajaran IPA materi ekosistem kelas V sekolah dasar. Hasil penelitian dan pengembangan ini memperoleh validasi dari ahli media sebesar 88,3% dengan kategori sangat baik, validasi ahli materi sebesar 96,1% dengan kategori sangat baik, dan validasi ahli bahasa sebesar 97,5% dengan kategori sangat baik. Hasil uji coba one-to-one, small group, dan field test memperoleh nilai rata-rata persentase kelayakan sebesar 91,6% dengan kategori sangat baik. Kesimpulan dari penelitian ini yaitu produk ensiklopedia digital berbasis literasi sains layak digunakan sebagai penunjang pada pembelajaran IPA materi ekosistem kelas V sekolah dasar
A SYSTEMATIC LITERATURE REVIEW ON MEDIA TECHNOLOGY IN CREATIVE THINKING FOR ELEMENTARY SCHOOL STUDENTS Lestari, Ika; Nurbaeti, Meli; Wahyudiana, Endang
PARAMETER: Jurnal Pendidikan Universitas Negeri Jakarta Vol. 34 No. 2 (2022): Parameter
Publisher : Lembaga Penelitian dan Pengabdian Kepada Masyarakat

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.21009/parameter.342.03

Abstract

Creative thinking is one of the thinking abilities of students in solving problems in the process of learning activities. This study aims to 1) identify creative thinking skills performed by elementary school students; 2) identify factors that influence creative thinking skills in elementary schools in the digital era; 3) to analyze the implementation of creative thinking methods or techniques given to elementary school students; 4) analyze publication articles (objectives, methods, and research results) in scientific journals in 2010-2022 related to the creative thinking skills of elementary school students. This research uses a systematic literature review method with all articles found and processed based on the criteria of inclusion, exclusion, quality assessment which is then found as many as 25 articles analyzed in accordance with the questions that have been set. The results of the study are in the form of an overview of creative thinking that has been widely discussed by previous studies including influential factors in creative thinking, methods or techniques used and research trends during the period 2010-2022. This research has implications for the discovery of future research that can be used as an initial foothold for future researchers who have an interest in the theme of research on creative thinking skills in students. Abstrak Berpikir kreatif salah satu kemampuan berpikir siswa dalam menyelesaikan masalah didalam proses kegiatan belajar. Penelitian ini bertujuan 1) mengidentifikasi keterampilan berpikir kreatif yang dilakukan oleh siswa sekolah dasar; 2) mengidentifikasi faktor-faktor yang berpengaruh kemampuan berpikir kreatif di sekolah dasar pada era digital; 3) untuk menganalisis pelaksanaan dari metode atau teknik kemampuan berpikirkreatif yang diberikan ke siswa sekolah dasar; 4) menganalisis artikel publikasi (tujuan, metode, dan hasil penelitian) dalam jurnal ilmiah tahun 2010-2022 berkaitan dengan kemampuan berpikir kreatif siswa sekolah dasar. Penenlitian ini menggunakan metode systematic literature review dengan seluruh artikel yang ditemukan dan diolah berdasarkan kriteria inklusi, eksklusi, quality assesment yang kemudian ditemukan sebanyak 25 artikel dianalisis sesuai dengan pertanyaan yang telah ditetapkan. Hasil penelitian berupa gambaran berupa berpikir kreatif yang selama ini banyak dibahas oleh penelitian terdahulu termasuk faktor-faktor yang berpengaruh dalam berpikir kreatif, metode atau teknik yang digunakan dan kecenderungan penelitian selama kurun waktu tahun 2010-2022. Penenlitian ini berimpilkasi pada ditemukannya penelitian berikutnya yang dapat dijadikan sebagai pijakan awal para peneliti berikutnya yang memiliki ketertarikan dalam tema penelitian tentang kemampuan berpikir kreatif pada siswa.
A SYSTEMATIC LITERATURE REVIEW ON METODE ROLE PLAY DALAM MENINGKATKAN KETERAMPILAN BERBICARA ANAK SEKOLAH DASAR Auliyati, Yetty; Mardiani, Chairina Putri; Wahyudiana, Endang
PARAMETER: Jurnal Pendidikan Universitas Negeri Jakarta Vol. 33 No. 2 (2021): Parameter
Publisher : Lembaga Penelitian dan Pengabdian Kepada Masyarakat

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.21009/parameter.332.05

Abstract

Speaking skills in elementary school students must be mastered by students for the continuity of communication and social life of students. this study aims to: 1) identify the influence of elementary school students' speaking skills, 2) identify the effectiveness of the role playing method to improve elementary school students' speaking skills the effectiveness of the role playing method to improve elementary school students' speaking skills, 3) analyze publication trends (objectives, methods, and research results) in scientific journals in 2010 - 2022 related to improving speaking skills using the role playing method publication trends (objectives, methods, and research results) in scientific journals in 2010 - 2022 related to improving speaking skills using the role playing method. This journal uses a systematic literature review method with all articles that have been found and processed based on the criteria of inclusion, exclusion, quality assessment then found 11 articles that have been analyzed in accordance with the research questions that have been set. The results of the research are the effectiveness of using the role playing method in improving the speaking skills of elementary school students which has been widely discussed by previous studies including the influence from within students and the influence from outside students, the techniques used in the research in the period 2010 - 2022. Abstrak Keterampilan berbicara pada siswa sekolah dasar harus dikuasai oleh siswa untuk keberlangsungan komunikasi dan kehidupan sosial siswa. penelitian ini bertujuan untuk : 1) mengidentifikasi pengaruh kemampuan berbicara siswa sekolah dasar, 2) mengidentifikasi efektifitas metode role playing untuk meningkatkan keterampilan berbicara siswa sekolah dasar efektifitas metode role playing untuk meningkatkan keterampilan berbicara siswa sekolah dasar, 3) menganalisis kecenderungan publikasi (tujuan, metode, dan hasil penelitian) dalam jurnal ilmiah tahun 2010 – 2022 berkaitan dengan meningkatkan kemampuan berbicara menggunakan metode role playing kecenderungan publikasi (tujuan, metode, dan hasil penelitian) dalam jurnal ilmiah tahun 2010 – 2022 berkaitan dengan meningkatkan kemampuan berbicara menggunakan metode role playing. Jurnal ini menggunakan metode systematic literature review dengan seluruh artikel yang telah ditemukan dan diolah berdasarkan kriteria inklusi,eksklusi,quality assessment kemudian ditemukan 11 artikel yang telah dianalisis sesuai dengan pertanyaan penelitian yang telah ditetapkan. Hasil peneliian berupa efektifitas penggunaan metode role playing dalam meningkatkan keterampilan berbicara siswa sekolah dasar yang sudah banyak dibahas oleh penelitian terdahulu termasuk pengaruh dari dalam diri siswa maupun pengaruh dari luar diri siswa, teknik yang digunakan dalam penelitian dalam kurun tahun 2010 – 2022.
Pengembangan Ensiklopedia Digital Berbasis Literasi Sains pada Pembelajaran IPA Materi Ekosistem Kelas V Sekolah Dasar Ramadhani, Rini; Wahyudiana, Endang; Hidayat, Otib Satibi
Jurnal Basicedu Vol. 7 No. 4 (2023)
Publisher : Universitas Pahlawan Tuanku Tambusai

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.31004/basicedu.v7i4.5758

Abstract

Penelitian ini bertujuan untuk menghasilkan produk berupa ensiklopedia digital berbasis literasi sains yang layak digunakan pada pembelajaran IPA materi ekosistem kelas V sekolah dasar. Metode yang digunakan dalam penelitian ini adalah Research and Development (R&D) dengan model pengembangan ADDIE. Model ini terdiri dari dari lima tahapan yaitu Analysis, Design, Development, Implementation dan Evaluation. Teknik pengumpulan data yang digunakan yaitu observasi, wawancara, dan kuesioner. Penelitian ini menghasilkan produk berupa ensiklopedia digital berbasis literasi sains pada pembelajaran IPA materi ekosistem kelas V sekolah dasar. Hasil penelitian dan pengembangan ini memperoleh validasi dari ahli media sebesar 88,3% dengan kategori sangat baik, validasi ahli materi sebesar 96,1% dengan kategori sangat baik, dan validasi ahli bahasa sebesar 97,5% dengan kategori sangat baik. Hasil uji coba one-to-one, small group, dan field test memperoleh nilai rata-rata persentase kelayakan sebesar 91,6% dengan kategori sangat baik. Kesimpulan dari penelitian ini yaitu produk ensiklopedia digital berbasis literasi sains layak digunakan sebagai penunjang pada pembelajaran IPA materi ekosistem kelas V sekolah dasar
Inovasi Teknologi Wearable Gaming dalam PkM KKN: Upaya Peningkatan Kualitas Pembelajaran di Sekolah Dasar Rihatno, Taufik; Nuraini, Sri; Wahyudiana, Endang; Akbar, Zidane; Al Furqon, Rozaqi; Asy-Syamiil, Grandy Jiddan; Nugraha, Daffa Setyo; Bowoleksono, Tegar; Dewiyani, Leola; Marini, Arita
Amaliah: Jurnal Pengabdian Kepada Masyarakat Vol 9 No 1 (2025): Amaliah Jurnal: Pengabdian kepada Masyarakat
Publisher : LPPI UMN AL WASHLIYAH

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.32696/ajpkm.v9i1.5163

Abstract

The strategic need to implement a teacher empowerment program at SDN Tanah Tinggi 05 Pagi through the utilization of Wearable Gaming Technology as an innovative approach to enhance students’ learning interest is driven by the demand for a more interactive, contextual, and technology-integrated learning process. This technology offers opportunities for teachers to create more engaging, immersive, and enjoyable learning experiences, thereby encouraging active student participation in classroom activities. Moreover, the appropriate implementation of wearable gaming supports the development of critical thinking, communication, collaboration, and creativity—key 21st-century skills. This initiative aims to improve teachers' digital literacy and professional capacity in designing and integrating technology effectively into the learning process. Through a Community Service (PkM) program integrated with the Student Community Service Program (KKN), the initiative has shown positive outcomes, including enhanced teacher understanding of wearable technology and the ability to design gamified learning strategies that are interactive, collaborative, and capable of boosting student motivation and conceptual understanding. This competency enhancement is expected to transform teachers into innovative, responsive, and adaptive learning facilitators in line with the rapid technological advancements in education.
Peningkatan motivasi belajar melalui Digital Game-Based Education: Pendampingan guru sekolah dasar melalui program PkM Marini, Arita; Wahyudiana, Endang; Sakmal, Juhana; Dewi, Nastitisari; Mursak, Muliati; Dewiyani, Leola; Safitri, Desy
Amaliah: Jurnal Pengabdian Kepada Masyarakat Vol 9 No 1 (2025): Amaliah Jurnal: Pengabdian kepada Masyarakat
Publisher : LPPI UMN AL WASHLIYAH

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.32696/ajpkm.v9i1.5186

Abstract

This Community Service Program (PkM) aims to assist elementary school teachers in implementing digital game-based education as an effort to increase students' learning motivation while also creating more effective, interactive, and meaningful learning experiences. Through this approach, students are not only encouraged to be more active but are also trained in critical thinking, problem-solving, and teamwork skills, which are highly essential in the 21st century. To ensure optimal implementation, teachers need to have a solid understanding and specific skills in designing and adapting educational games in accordance with the applicable curriculum. Therefore, intensive training and mentoring are key elements in teacher empowerment. The implementation of this program at SD Al Ashriyyah Nurul Iman Islamic Boarding School has shown significant improvements in pedagogical skills, digital literacy, and teacher creativity, ultimately supporting the creation of a more innovative and sustainable learning environment. Additionally, teachers have begun to evaluate the effectiveness of the educational games used and adapt them to suit students’ learning needs. The use of various digital platforms such as Kahoot, Wordwall, and Scratch Jr has enriched the diversity of learning methods. Teachers have also started forming peer-sharing communities to support each other in implementing this method. It is expected that this mentoring model can be replicated in other elementary schools as a strategy to strengthen teachers’ capacity in facing the challenges of digital education.
PENGEMBANGAN MEDIA INTERAKTIF POWERPOINT BERBASIS MODEL DISCOVERY LEARNING PADA MUATAN IPA KELAS IV SD Zahra, Fatematus; Wahyudiana, Endang; Hadi, Waluyo
OPTIKA: Jurnal Pendidikan Fisika Vol. 5 No. 2 (2021): OPTIKA: Jurnal Pendidikan Fisika
Publisher : Department of Physics Education, Faculty of Teacher Training and Education, Universitas Flores

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.37478/optika.v5i2.1058

Abstract

Penelitian ini merupakan penelitian pengembangan (research and development) yang bertujuan untuk menghasilkan produk berupa media interaktif Powerpoint berbasis model Discovery learning untuk siswa kelas IV SD sehingga produk layak digunakan pada saat proses pembelajaran. Model pengembangan menggunakan model Borg and Gall namun hanya sampai pada tahap uji coba produk. Instrumen pengumpulan data berupa wawancara kepada guru dan siswa, angket uji validasi kepada para ahli, dan angket uji coba produk. Berdasarkan hasil validasi ahli media, produk mendapat skor 4,1 dengan kategori baik. Ahli materi sebesar 4,6 dengan kategori sangat baik, dan ahli bahasa mendapat hasil akhir 4,8 dengan kategori sangat baik. Hasil uji coba produk secara perorangan mendapat skor 4,5 dengan kategori sangat baik dan uji coba dalam kelompok kecil mendapat skor 4,6 dengan kategori sangat baik. Berdasarkan hasil penilaian diatas maka dapat dismpulkan bahwa media interaktif powerpoint layak untuk digunakan pada saat pemebelajaran IPA khususnya materi upaya pelestarian sumber daya alam untuk siswa kelas IV Sekolah Dasar. Kata Kunci: Media Powerpoint, Discovery learning, IPA, Pengembangan
STUDI LITERATUR PENGARUH PEMBELAJARAN KOOPERATIF TIPE JIGSAW TERHADAP SISWA INKLUSIF DALAM PEMBELAJARAN IPA DI SEKOLAH DASAR Nur Azzah, Harum Sari; Sekaringtyas, Tunjungsari; Wahyudiana, Endang
Pendas : Jurnal Ilmiah Pendidikan Dasar Vol. 10 No. 02 (2025): Volume 10, Nomor 02 Juni 2025 publish
Publisher : Program Studi Pendidikan Guru Sekolah Dasar FKIP Universitas Pasundan

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.23969/jp.v10i02.27162

Abstract

Inclusive education encourages the implementation of equitable and fair learning for all students, including those with special needs. In the context of Natural Science (IPA) subjects that require conceptual understanding and critical thinking skills, an adaptive and collaborative learning approach is needed. This article aims to examine the influence of the Jigsaw cooperative learning model on the activeness and learning outcomes of inclusive students in the upper grades of elementary schools. Using a literature study approach, an analysis of various previous studies was conducted. The results of the study indicate that the Jigsaw model is significantly able to increase learning engagement and understanding of science concepts of students, including those with special needs. These findings provide recommendations for teachers to implement cooperative learning strategies as part of inclusive educational practices.