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Penerapan Model PjBL Terhadap Hasil Belajar IPAS Kelas IV SD Negeri Mranggen 3 Indah Nur Fauziyah; Kartinah Kartinah; M Yusuf Setia Wardana
DIKDAS MATAPPA: Jurnal Ilmu Pendidikan Dasar Vol 6 No 2 (2023): Juni
Publisher : STKIP Andi Matappa Pangkep

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.31100/dikdas.v6i2.2699

Abstract

The purpose of this study was to determine the application of the Project Based Learning model to science learning outcomes at SD Negeri Mranggen 3. This research was a quasi-experimental design study with a nonequivalent pretest-posttest control group design. The sample in this study were students of class IVA and IVB. Data collection was carried out by means of tests and non-tests. Data analysis techniques with normality, homogeneity, and t-test. The research results obtained from the initial data stated that the sample came from a population that was normally distributed and homogeneous. The requirements test using the t-test yields tcount = 2.444 and the coefficient is significant at the 5% level and db = 48, so ttable = 2.011 so the value of tcount > ttable. It can be concluded that the learning outcomes in class IV SD Negeri Mranggen 3 after using the Project Based Learning model are better than learning outcomes using conventional models.
Pengembangan Bahan Ajar Pintar dan Cepat Berhitung Perkalian Siswa Sekolah Dasar Hifna Irodatut Thoyyibah; M.Yusuf Setia Wardana; Singgih Adhi Prasetyo
DIKDAS MATAPPA: Jurnal Ilmu Pendidikan Dasar Vol 6 No 3 (2023): September
Publisher : STKIP Andi Matappa Pangkep

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.31100/dikdas.v6i3.2914

Abstract

The context that informs this research is Participation in Mathematics lessons, especially lessons related to multiplication, is less enthusiastic for some students, the teaching materials used are still very minimal because teachers only use teaching materials such as educator books and student books where the student books are less interesting visually on teaching materials used in low grades, especially grade II, there are no pictures and variations that can stand out for students, educators still have difficulties in making teaching materials. The objectives of this research are the development, validity, and feasibility of Smart and Quick Count Multiplication for Elementary School Students. The research method used is the Research and Development method with the ADDIE development model. The subject of this research is a class II student at SD Negeri Yosorejo. The results showed that the average of the material expert's question sheet was 99%, the media expert's question sheet was 99%, the student response question sheet was 99% and the teacher's response question sheet was 91% which means very good. That way, grade II students at SD Negeri Yosorejo can utilize smart teaching materials and quickly count multiplication.
Pengembangan Media Pembelajaran Game Petualangan Perkalian Matematika “GAPETIKA” untuk Siswa Sekolah Dasar Latifatul Istiqomah; M. Yusuf Setia Wardana; Husni Wakhyudin
DIKDAS MATAPPA: Jurnal Ilmu Pendidikan Dasar Vol 6 No 3 (2023): September
Publisher : STKIP Andi Matappa Pangkep

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.31100/dikdas.v6i3.2971

Abstract

The background of this research is because so far the teacher only uses learning methods such as the lecture method or only requires students to memorize, so students get bored and bored while learning. And the learning environment is not designed to facilitate student independent learning, and students have different speeds and methods according to their individual abilities. The purpose of this study is the development, validation and acceptance of a gapetic learning environment (games for further development of mathematics). The research and development method of the ADDIE development model is used as a research method. The research subjects were fourth grade students of SD Negeri Karangtengah 1. The results showed that the average score of the Material Validation Survey was 92%, the Media Validation Survey was 95%, the Student Response Survey was 100%, and the Teacher Response Survey was 93% which means very good. This proves that the learning environment for completing mathematics through adventure games can be used and is effective for fourth grade students at SD Negeri Karangtengah 1.