Claim Missing Document
Check
Articles

Found 33 Documents
Search

Implementation of Problem Based Learning Model with Animated Video Media to Improve Student Learning Outcomes Astuti, Parida Dwi; Dianasari, Dianasari; Fadly, Aris
Journal of Educational Sciences Vol. 9 No. 6 (2025): Journal of Educational Sciences
Publisher : FKIP - Universitas Riau

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.31258/jes.9.6.p.5614-5624

Abstract

This research was motivated by the low learning outcomes of Class VB students at SD Negeri 1 Gesik in the Pancasila Education subject, particularly on the topic the diversity of Indonesian culture. The purpose of this study was to improve student learning outcomes through the implementation of the Problem Based Learning model assisted by animated video media. This research is a classroom action research study that follows the Kemmis and Taggart model, which consists of the stages of planning, action, observation, and reflection. The subjects of this study were 31 students of Class VB at SD Negeri 1 Gesik. The study was conducted in two cycles. The results showed that in the first cycle, students' mastery of the learning material reached a completeness percentage of 39%, with 12 students achieving the learning criteria. In the second cycle, there was a significant improvement, with 90% of students 28 students achieving learning completeness. Therefore, it can be concluded that the application of the Problem Based Learning model supported by animated video media can enhance student learning outcomes in the Pancasila Education subject for Class VB at SD Negeri 1 Gesik.
The Use of Teams Games Tournament Learning Model through Wordwall Media to Improve Learning Outcomes of Pancasila Education Gunawan, Jelita Vita; Dianasari, Dianasari; Nurkholis , Nurkholis
Journal of Educational Sciences Vol. 9 No. 6 (2025): Journal of Educational Sciences
Publisher : FKIP - Universitas Riau

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.31258/jes.9.6.p.5482-5494

Abstract

This classroom action research was motivated by the low learning outcomes of class VC students at the UPTD of SD Negeri 1 Weru Lor in the Pancasila Education subject, especially in Chapter 4 "Me and My Environment". This study aims to improve student learning outcomes through the use of the Teams Games Tournament (TGT) learning model through Wordwall media. This study used the Kemmis and McTaggart classroom action research design, which consisted of two cycles, each covering the planning, implementation, observation, and reflection stages. Data were collected through observation, interviews, documentation, and written tests. The results of Cycle I showed that 11 students (38%) achieved the Minimum Completion Criteria (KKTP) with an average score of 66, while in Cycle II, 25 students (86%) achieved the criteria with an average score of 84. These results indicate a significant improvement in student learning outcomes. It can be concluded that the use of the Teams Games Tournament (TGT) learning model through Wordwall media is effective in improving the learning outcomes of Pancasila Education subjects for class VC students at UPTD SD Negeri 1 Weru Lor.
Students’ Conceptualization on Citizen Participation in Digital Era: A Mixed Method Research Trihastuti, Meiwatizal; Dianasari, Dianasari; Retnasari, Lisa; Hidayah, Yayuk; Suryaningsih, Anis
Jurnal Pendidikan Progresif Vol 12, No 2 (2022): Jurnal Pendidikan Progresif
Publisher : FKIP Universitas Lampung

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

Abstract

The objective of this research departs from the assumption that citizen participation can maintain democracy in the atmosphere of a country. This study aims to find out how to conceptualize citizen participation in the digital era with a focus on Ahmad Dahlan University students, Yogyakarta. This research uses mixed methods. The location of the study was at Ahmad Dahlan University Yogyakarta. In data collection, the researcher provided online questionnaire by using Google Form and process the data by using SPSS 24 programs. The results of the study revealed that 1) students at Ahmad Dahlan University Yogyakarta had experience as citizen engagement through several individual and group dimensions. 2) Most of the informants stated that the fulfillment of the rights and obligations of citizens needs to be realized in a structured format. Informants revealed that the lack of citizenship literacy can affect the pattern of involvement as citizens. 3) The experience of student participation at Ahmad Dahlan University Yogyakarta is expected to be able to increase civic intelligence, so that the pattern of participation can be associated with several components in the realization of intelligent and good citizens. This study concludes that student participation culture is influenced by civic literacy, information literacy, self-awareness, and participation alone, but there are also some students who are enthusiastic about following the civic context, but some are passive and only participate. The existence of inequality in participation as a citizen is an indication that there is an ongoing task of Civics to nationalize citizens. Keywords: culture of communication, university student, participation, citizen.DOI: http://dx.doi.org/10.23960/jpp.v12.i2.202241
Development of a Conflict Resolution Model Design based on Critical Reasoning in Elementary School Learning Dianasari Dianasari; Bunyamin Maftuh; Ernawulan Syaodih; Sapriya Sapriya; Ma Arsenia C Gomez
Jurnal Iqra' : Kajian Ilmu Pendidikan Vol. 10 No. 2 (2025): Jurnal Iqra' : Kajian Ilmu Pendidikan
Publisher : Institut Agama Islam Ma'arif NU (IAIMNU) Metro Lampung

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.25217/ji.v10i2.6326

Abstract

The conflict that occurred in Cirebon Regency is an example of the division between ethnic groups that have been taking place in Indonesia for more than a decade. The emotional toll of living in a conflict-ridden environment has led elementary school children to imitate conflict behavior in their school settings and in dealing with peers. To prevent the internalization and reproduction of conflict behavior, the role of educators is crucial thus the need for effective conflict resolution models- one of which is through the development of a critical reasoning-based conflict resolution learning model. This article aims to examine two main questions: (1) What educational theories underlie the development of a critical reasoning-based model? and (2) What is the preliminary design of a conflict resolution model in elementary school learning? This research adopts the Sukmadinata development model which simplifies the stages of Borg & Gall's educational R&D approach. The findings of this study reveal that: (1) three main educational theories form the foundation for developing conflict resolution models in Civics education—namely humanistic theory, progressivism, and reconstructionism; and (2) the initial design of the conflict resolution model encompasses five key elements: instructional syntax, social system, classroom management, support systems, and both instructional and nurturant effects. The contribution of this study lies in providing a theoretically grounded and practically applicable model of conflict resolution learning for elementary schools, which is oriented toward the cultivation of critical reasoning. This model not only serves as a pedagogical tool for teachers in areas vulnerable to social conflict, but also enriches Civics learning by integrating peace education and democratic values from an early age.
IMPROVING BEGINNING READING SKILLS OF FIRST GRADE ELEMENTARY LEARNERS THROUGH WORD PUZZLE MEDIA Ambarwati Imtiyas; Erna Labudasari; Dianasari
Jurnal Cakrawala Pendas Vol. 11 No. 4 (2025)
Publisher : Universitas Majalengka

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.31949/jcp.v11i4.15487

Abstract

This research is motivated by the low initial reading ability of first-grade learners of SD Negeri 1 Pangkalan, Plered District, Cirebon Regency. The research aims to determine the planning, implementation, and improvement of early reading learning using word puzzle media, specifically focusing on the process of saving words. The subjects of this research were 25 first-grade learners. The method used in this research is classroom action research (CAR) with the Kemmis & McTaggart model. This research was conducted in two cycles, each consisting of one meeting, and was divided into four stages: planning, implementation of actions, observation, and reflection. The results showed that the initial reading ability of learners increased from 68% to 98%. This indicates an increase in the initial reading ability of learners through word puzzle media, such as saving words.
Interactive Diorama-Assisted Project-Based Learning to Improve Students IPAS Learning Motivation Sri Rohana Fitriyah; Dianasari; Diana Setiana
Jurnal Elementaria Edukasia Vol. 9 No. 2 (2026): JUNI
Publisher : Elementary Teacher Education Program, Majalengka University

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.31949/jee.v9i2.18600

Abstract

This study was conducted in response to the low learning motivation of elementary school students in Natural and Social Sciences, particularly in abstract ecosystem topics that are frequently taught through conventional instruction. The study aimed to examine the influence of Interactive Diorama-assisted Project-Based Learning on students’ learning motivation in Natural and Social Sciences. A quantitative approach with a quasi-experimental method and a nonequivalent control group design was employed. The participants were 46 fifth-grade students, consisting of 23 students in the experimental group and 23 students in the control group. The experimental group received Interactive Diorama-assisted Project-Based Learning, while the control group received conventional instruction. Data were collected using a 25-item learning motivation questionnaire administered before and after the treatment. Supporting data were obtained through a cognitive test, observation, and documentation. The data were analyzed using descriptive statistics, the Shapiro-Wilk normality test, Levene’s homogeneity test, Independent Samples T-Test, and N-Gain Score. The findings revealed that the experimental group showed a greater improvement in learning motivation than the control group. The Independent Samples T-Test produced a significance value of 0.000, indicating a significant difference between the two groups. The experimental group obtained an N-Gain of 44.76% in the moderate category, while the control group obtained −12.21% in the low category. Thus, Interactive Diorama-assisted Project-Based Learning significantly improves elementary students’ learning motivation in Natural and Social Sciences and can serve as an active, visual, collaborative, and meaningful learning alternative.
The Effect of Think Pair and Share Learning Model Assisted by Pop Up Book Media on Fifth Grade Students' Mathematics Learning Outcomes Vira Nur Hasanah; Hema Widiawati; Dianasari Dianasari
Journal of Educational Sciences Vol. 10 No. 7 (2026): Journal of Educational Sciences
Publisher : FKIP - Universitas Riau

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.31258/jes.10.7.p.60-73

Abstract

This study was motivated by the low mathematics learning outcomes in fractions among fifth-grade students at SDN 1 Dawuan due to conventional teaching methods and limited learning media. The study aimed to examine the effect of the Think Pair and Share (TPS) learning model assisted by Pop Up Book media on students’ cognitive learning outcomes. This study differs from previous research by integrating TPS and Pop Up Book media in fraction learning. A quantitative quasi-experimental design with a Two-Group Pretest Posttest Non-Equivalent Control Group was employed. The sample consisted of 42 students, including 21 students in the experimental group and 21 students in the control group. Data were collected using a validated multiple-choice test. The results showed that the experimental group’s mean score increased from 31.11% to 58.41%, while the control group’s score increased from 32.38% to 38.41%. The N-Gain score of 0.3315 indicated moderate effectiveness, and the Independent Samples T-Test yielded a significance value of 0.000 (< 0.05). The findings indicate that TPS assisted by Pop Up Book media effectively improves students’ mathematics learning outcomes on fraction material through collaborative and visual learning experiences.
Implementing the Game-Based Learning Model Through the Marbel Nusantara Culture Application to Enhance Learning Motivation in Elementary School Students Ajeng Sri Rahmadani; Dianasari Dianasari; Hanikah Hanikah
Journal of Educational Sciences Vol. 10 No. 8 (2026): Journal of Educational Sciences
Publisher : FKIP - Universitas Riau

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.31258/jes.10.8.p.716-731

Abstract

This study aimed to improve students’ learning motivation through the implementation of the Game-Based Learning model supported by the Marbel Nusantara Culture application in Pancasila Education on the topic of Unity in Diversity. The study employed the Kemmis and McTaggart Classroom Action Research model, conducted in two cycles consisting of planning, action, observation, and reflection. The participants were 22 fifth-grade students of SD Negeri 3 Kenanga. Data were collected through teacher and student activity observations and a learning motivation questionnaire. The questionnaire data were analyzed using quantitative descriptive analysis, while the observation and reflection data were analyzed using qualitative descriptive analysis. The findings showed that students’ learning motivation increased from 65.91% in the pre-cycle to 88.95% in cycle I and remained in the very high category at 89.36% in cycle II. The observation results also indicated that students became more active, confident, collaborative, and focused during the learning process, while the teacher managed the learning activities more effectively. These findings indicate that the implementation of Game-Based Learning supported by the Marbel Nusantara Culture application can support improvements in students’ learning motivation and create a more active, interactive, and enjoyable learning process in Pancasila Education.
DESAIN PENGEMBANGAN MEDIA POP UP BOOK PADA MATERI WUJUD ZAT DAN PERUBAHANNYA DI KELAS IV SDN 1 ASTANAJAPURA Rina Via Marshanda; Erna Labudasari; Dianasari Dianasari
EDUPROXIMA : Jurnal Ilmiah Pendidikan IPA Vol 8, No 1 (2026)
Publisher : Universitas Bhinneka PGRI

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.29100/.v8i1.8959

Abstract

Tujuan dari penelitian ini adalah untuk membuat buku pop-up pembelajaran untuk siswa di kelas empat Sekolah Dasar yang mempelajari materi tentang wujud zat dan perubahannya. Masalah utama dalam pembelajaran IPA di kelas empat adalah siswa mengalami kesulitan untuk memahami konsep perubahan wujud zat yang abstrak. Oleh karena itu, media pembelajaran harus aktual, menarik, dan sesuai dengan perkembangan siswa. Analisis kebutuhan, perancangan produk, pengembangan media, uji coba terbatas, dan evaluasi kelayakan dilakukan oleh penelitian ini dengan menggunakan model pengembangan ADDIE. Media yang telah dikembangkan divalidasi oleh tiga ahli—ahli materi, ahli media, dan ahli bahasa. Hasil validasi menunjukkan bahwa media berada pada kategori yang sangat layak dengan skor 93,3% untuk materi, 94,5% untuk media, dan 91,7% untuk bahasa. Pop-Up Book, produk akhir, terdiri dari enam halaman utama yang dilengkapi dengan ilustrasi 3D, narasi sederhana, dan pertanyaan reflektif. Media Pop-Up Book dirancang untuk meningkatkan pemahaman siswa tentang konsep wujud zat dan perubahannya. Hasil pengembangan dan validasi menunjukkan bahwa media ini dapat digunakan sebagai alternatif untuk pembelajaran IPA di sekolah dasar. Kata kunci: Buku Pop-Up Media, ADDIE, Substansi dan Perubahannya.
Implementation of the Problem Based Learning Model Using Pancasila Smart Board Media to Improve Learning Outcomes of Elementary School Students Haura Chaerunisa; Dianasari Dianasari; Hanikah Hanikah
Journal of Educational Sciences Vol. 10 No. 8 (2026): Journal of Educational Sciences
Publisher : FKIP - Universitas Riau

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.31258/jes.10.8.p.911-929

Abstract

This study aimed to improve students' learning outcomes through the implementation of the Problem Based Learning model supported by the Pancasila Smart Board in Pancasila Education for third-grade students at SDN 2 Patapan. This study employed Classroom Action Research (CAR) based on the model proposed by Kemmis and McTaggart. The findings indicated that students' learning outcomes improved progressively through the implementation of actions in each research cycle. In the pre-cycle, only 16.67% of students achieved the learning mastery criteria. Following the implementation of the actions in Cycle I, the percentage of students achieving learning mastery increased to 45.83%. However, this result had not yet met the predetermined success indicators; therefore, improvements to the instructional actions were made based on the reflection results before proceeding to Cycle II. After implementing the revised actions in Cycle II, the percentage of students achieving learning mastery increased to 87.50%, indicating that the predetermined success indicators had been achieved. In conclusion, the implementation of the Problem Based Learning model supported by the Pancasila Smart Board effectively improved the learning outcomes of third-grade students in Pancasila Education at SDN 2 Patapan.