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Implementasi Permainan Edukatif pada Pendekatan Pembelajaran Teaching at The Right Level (TaRL) di Kelas V Sekolah Dasar Negeri Saulina, Herlysa; Untari, Esti
Journal of Innovation and Teacher Professionalism Vol. 2 No. 1 (2024)
Publisher : Universitas Negeri Malang

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.17977/um084v2i12024p44-54

Abstract

Pendekatan Teaching at The Right Level (TaRL) menggolongkan peserta didik ke dalam kategori mahir, sedang, dan tidak mahir, sehingga kebutuhan belajar peserta didik dapat terpenuhi. Namun pendekatan TaRL memiliki kelemahan yaitu membutuhkan waktu yang lama. Bila pembelajaran berjalan terlalu lama, maka akan membosankan dan mungkin tujuan pembelajaran tidak tercapai secara maksimal. Penelitian bertujuan melihat efektivitas implementasi permainan edukatif dalam pendekatan Teaching at The Right Level (TaRL) di kelas V SDN Polehan 1 Malang. Metode yang digunakan adalah kualitatif deskriptif dengan subjek penelitian seluruh peserta didik kelas V SDN Polehan 1 Malang. Hasil penelitian menunjukan bahwa permainan edukatif dapat membuat pembelajaran semakin menyenangkan dan juga dan berfungsi sebagai drilling materi pelajaran, sehingga peserta didik tidak bingung dan membutuhkan waktu yang lama untuk menyelesaikan LKPD dan asesmen sumatif. Lebih lagi, penelitian ini menghasilkan inovasi desain tempat duduk peserta didik karena penataan tempat duduk juga mempengaruhi hasil belajar sehingga terjadi peningkatan hasil belajar peserta didik. Kata kunci: permainan edukatif, TaRL, LKPD Implementation of Educational Games in Teaching at the Right Level (TaRL) Learning Approach in Class V of Public Elementary School The Teaching at the Right Level (TaRL) approach is a learning approach that can be applied to the National Curriculum. This Teaching at the Right Level (TaRL) approach will classify learners into proficient, intermediate, and non-proficient categories, so that learners' learning needs can be met. On the other hand, the TaRL approach has the disadvantage that it takes a long time. If learning takes too long, learning will be boring and learning objectives may not be achieved optimally. This study was conducted with the aim of seeing the effectiveness of the implementation of educational games in the Teaching at the Right Level (TaRL) approach in class V of SDN Polehan 1 Malang. The method used in this research is descriptive qualitative with the research subjects of all fifth-grade students of SDN Polehan 1 Malang. The results showed that educational games can make learning more fun and also function as drilling subject matter, so that students are not confused and take a long time to complete the LKPD and summative assessment. Moreover, this research resulted in the innovation of students' seating design because the seating arrangement also affects learning outcomes so that there is an increase in students' learning outcomes. By applying this approach, learners' learning outcomes also improved. Keywords: educational game, TaRL, LKPD
Development of Educational Board Games to Increase Knowledge of Environmental Care Integrated with QR Codes and Applications Margaretha Octaviola, Nadine; Khotimah, Khusnul; Untari, Esti
Edcomtech Vol 9, No 1 (2024)
Publisher : Universitas Negeri Malang

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.17977/um039v9i12024p27

Abstract

This study aims to develop a board game as a learning media that provides environmental awareness education for elementary school children. To follow the era of society 5.0, this board game is developed with technological advances in the form of QR codes and applications and meets the quality of interesting learning media. With the existence of this game-based learning media, it will increase students' knowledge of environmental awareness. To determine the feasibility, effectiveness, and attractiveness of the results of the development of board game learning media integrated with QR codes and applications. This study uses the Research and Development (RnD) method. This research model uses ADDIE, namely analysis, design, development, implementation, and evaluation. The data collection techniques used are questionnaires and tests in the form of quantitative and qualitative descriptive data. Board games were declared valid by the three experts as evidenced by the results (1) material experts had a percentage of 90%, (2) media experts had a percentage of 98% (3) teachers had a percentage of 100%. After being declared valid, the media was tested on grade III students of SDN Bareng 01 Malang City. Based on the results of the pretest t-test analysis, the average was 69 and the post-test was 91. The conclusion that can be drawn from this study shows that there is a significant influence of board games so that it can increase the environmental awareness knowledge of students at SDN Bareng 01 Malang City.
Inovasi Pembelajaran melalui Media Boardgame: Meningkatkan Motivasi Belajar Peserta Didik Wulandari, Yustina Ayu; Untari, Esti; Windari, Dwi
Jurnal Basicedu Vol. 9 No. 5 (2025): In Progress
Publisher : Universitas Pahlawan Tuanku Tambusai

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.31004/basicedu.v9i5.10044

Abstract

Penelitian ini mengkaji efektivitas boardgame edukatif “Monopoli Aktivitas Ekonomi” yang mengintegrasikan kearifan lokal Malang seperti keripik tempe Sanan, apel Batu, batik Madangan dengan prinsip Culturally Responsive Teaching (CRT) untuk meningkatkan motivasi, partisipasi, dan pemahaman konsep ekonomi lokal. Subjek terdiri dari 29 peserta didik kelas 5 SDN Percobaan 1 Malang. Data dikumpulkan melalui observasi partisipasi, tes kognitif, rubrik psikomotorik, dan dokumentasi, kemudian dianalisis secara deskriptif statistik (persentase, rata?rata) serta analisis tematik terhadap catatan kualitatif. Keabsahan instrumen dijamin melalui triangulasi instrumen dan expert review oleh guru IPAS. Hasil menunjukkan 85?% peningkatan motivasi belajar, 72?% peserta didik memperoleh skor ??90 pada tes konsep, 90?% kategori “Baik–Sangat Baik” pada psikomotorik, serta peningkatan signifikan interaksi sosial dan kerja sama. Temuan ini menegaskan bahwa penggabungan budaya lokal dan CRT dalam game?based learning memfasilitasi pembelajaran aktif yang kontekstual dan dapat dijadikan model inovasi media pembelajaran di era Kurikulum Merdeka
Inovasi Pembelajaran melalui Media Boardgame: Meningkatkan Motivasi Belajar Peserta Didik Wulandari, Yustina Ayu; Untari, Esti; Windari, Dwi
Jurnal Basicedu Vol. 9 No. 5 (2025): In Progress
Publisher : Universitas Pahlawan Tuanku Tambusai

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.31004/basicedu.v9i5.10044

Abstract

Penelitian ini mengkaji efektivitas boardgame edukatif “Monopoli Aktivitas Ekonomi” yang mengintegrasikan kearifan lokal Malang seperti keripik tempe Sanan, apel Batu, batik Madangan dengan prinsip Culturally Responsive Teaching (CRT) untuk meningkatkan motivasi, partisipasi, dan pemahaman konsep ekonomi lokal. Subjek terdiri dari 29 peserta didik kelas 5 SDN Percobaan 1 Malang. Data dikumpulkan melalui observasi partisipasi, tes kognitif, rubrik psikomotorik, dan dokumentasi, kemudian dianalisis secara deskriptif statistik (persentase, rata?rata) serta analisis tematik terhadap catatan kualitatif. Keabsahan instrumen dijamin melalui triangulasi instrumen dan expert review oleh guru IPAS. Hasil menunjukkan 85?% peningkatan motivasi belajar, 72?% peserta didik memperoleh skor ??90 pada tes konsep, 90?% kategori “Baik–Sangat Baik” pada psikomotorik, serta peningkatan signifikan interaksi sosial dan kerja sama. Temuan ini menegaskan bahwa penggabungan budaya lokal dan CRT dalam game?based learning memfasilitasi pembelajaran aktif yang kontekstual dan dapat dijadikan model inovasi media pembelajaran di era Kurikulum Merdeka
PENGGUNAAN MEDIA KUBUS DATA MATEMATIKA TERHADAP RESPONS DAN PENINGKATAN KEMAMPUAN MENYAJIKAN DATA DALAM BENTUK TABEL Ulfa, Amanda; Untari, Esti; Riana, Riana
PHI: Jurnal Pendidikan Matematika Vol 9, No 2 (2025): EDISI OKTOBER, 2025
Publisher : Universitas Batanghari Jambi

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.33087/phi.v9i2.528

Abstract

Pembelajaran matematika khususnya materi penyajian data seringkali dianggap peserta didik sekolah dasar abstrak dan sulit dipahami karena karakteristik peserta didik berada di tahap operasional konkret, ditambah dengan kurang menariknya media pembelajaran dan metode pembelajaran yang konvensional. Tujuan dari penelitian ini mengetahui penggunaan media kubus data matematika terhadap respons dan peningkatan kemampuan menyajikan data dalam bentuk tabel peserta didik kelas 3B SDN Bunulrejo 2 Kota Malang. Penelitian ini menerapkan konstruktivisme dengan media kubus data melalui tahapan penjelasan tujuan, pembagian kelompok dengan lembar kerja peserta didik, media konkret kubus data untuk memperoleh data sayur, buah, dan hewan, pencatatan hasil, presentasi tabel data, hingga refleksi pembelajaran. Pengumpulan data dilakukan dengan observasi sistematis, pre-test dan post-test sebagai evalusi hasil belajar, dan menggunakan analisis statistik deskriptif. Hasil yang diperoleh menunjukkan bahwa 85% peserta didik menunjukkan antusiasme tinggi, 85% berpartisipasi aktif dalam pembelajaran, 80% peserta didik dapat menjelaskan langkah-langkah penyajian data, serta terjadi peningkatan signifikan rata-rata nilai pre-test 57 menjadi rata-rata nilai post-test 86 atau naik 51%. Media kubus data terbukti mentransformasi konsep abstrak menjadi pengalaman nyata, meningkatkan keterampilan proses matematika, kemampuan kerja sama, dan komunikasi matematika peserta didik, sehingga berkontribusi dalam menciptakan pembelajaran matematika yang bermakna, interaktif, dan mengasyikkan berdasarkan karakteristik peserta didik sekolah dasar.
Development of Pop-Up Book Media for Science Learning Content for Grade V Students in Elementary School Fazrin, Khamellisa Qobrina; Winahyu, Sri Estu; Untari, Esti
Journal of Education for Sustainability and Diversity Vol. 2 No. 1 (2023)
Publisher : Angstrom Centre of Education

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.57142/jesd.v2i1.91

Abstract

This study aims to produce Pop-Up Book media which are declared valid from the assessment of material experts and media experts as well as interesting learning media according to teachers and students. The need to produce media is to make it easier for teachers to deliver material using media so that the student learning atmosphere is more enjoyable. This research and development were carried out using the reference of the ADDIE model which went through several stages, the first was analysis, the second was design, the third was development, the fourth was implementation, and the last was evaluation. Collecting data researchers used observations in elementary schools, teacher and student interviews, material expert questionnaires, media, teachers, and students. The results obtained from media validation were 98.07% which were categorized as very valid, material validation was 91.34% which were categorized as very valid, teacher validation was 98.07% which was categorized as very practical and interesting, and student attractiveness test was 96. 25% which is categorized as very interesting, and making Pop-Up Book media can be used to assist teachers in delivering material in class.
Implementation of the Entrepreneurship Theme to Foster Entrepreneurial Attitudes of Grade IV Elementary School Students Febryanti, Salsabila Trias; Suhartono, Suhartono; Untari, Esti
Journal of Education for Sustainability and Diversity Vol. 2 No. 1 (2023)
Publisher : Angstrom Centre of Education

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.57142/jesd.v2i1.97

Abstract

Entrepreneurship is one of the topics of project strengthening the profile of  Pancasila students, which applies at the elementary school level. The school has been given the authority for determining topics that will be enhanced in every class or phase. Throughout the entrepreneurial activities, students’ creativity in entrepreneurship will be expanded furthermore. The purpose of this research is to describe the implementation of the entrepreneurial theme, entrepreneurial attitudes, and obstacles to implementing the entrepreneurial theme at SDN Sawojajar 4 Malang. This research uses a descriptive method and a qualitative approach. Observation, interviews, and documentation obtain the data. The data outcome is approved with the triangles technique. The results show that SDN Sawojajar 4 Malang has been applying the entrepreneurial theme in the Curriculum Merdeka which is adjusted to school environment conditions. The entrepreneurship theme had been carrying by narrating with the P5 teaching module which teachers and effort to develop an entrepreneurial behavior through the innovate lesson.
The Effect of Applying the Discovery Learning Model on Science-Fuelled Learning on Learning Outcomes of Grade III Students of SDN 1 Ploso Kartika, Rizki Setya; Sukamti; Untari, Esti
Journal of Education for Sustainability and Diversity Vol. 2 No. 1 (2023)
Publisher : Angstrom Centre of Education

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.57142/jesd.v2i1.98

Abstract

This research was conducted to determine whether or not the implementation of the Discovery Learning model influenced the learning outcomes of the cognitive aspects of class III students at SDN 1 Ploso, Pacitan District. A quantitative approach using the experimental method is used in this study. The population and sample in this study were 42 students, where class IIIA was the control class, and IIIB was the experimental class. Tests and documentation are data collection techniques in this study. Instrument testing techniques include validity test, reliability test, level of difficulty, and differential power. Prerequisite test t-tests and hypothetical tests are the data analysis techniques used. Prerequisite test through normality test, linearity test, and homogeneity test. To find out whether there is a difference in the pretest-posttest average scores of the two classes, a t-test is carried out. The hypothesis test is in the form of a simple linear regression test where the result is a significance value of 0.000 <0.05, so it can be concluded that the application of the Discovery Learning model affects the learning outcomes of the cognitive aspects of class III students at SDN 1 Ploso.
Penerapan Model ASSURE dengan Media Mentimeter untuk Meningkatkan Motivasi Belajar Bahasa Indonesia Siswa Kelas V SDN Percobaan 1 Malang: Penelitian Yusron Izza Rohmani; Esti Untari; Dwi Windari
Jurnal Pengabdian Masyarakat dan Riset Pendidikan Vol. 4 No. 2 (2025): Jurnal Pengabdian Masyarakat dan Riset Pendidikan Volume 4 Nomor 2 (October 202
Publisher : Lembaga Penelitian dan Pengabdian Masyarakat

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.31004/jerkin.v4i2.3125

Abstract

This study aims to analyze the implementation of the ASSURE Model with the Mentimeter media in teaching Bahasa Indonesia for fifth-grade students at SDN Percobaan 1 Malang, as well as to examine its effect on students' learning motivation. The research approach used is descriptive qualitative with a case study design. The subjects of this study are 29 fifth-grade students, with instruments including interviews, questionnaires, and pretest-posttest. The results show that prior to the implementation of Mentimeter, most students had low initial abilities and low learning motivation. After the implementation of Mentimeter, there was a significant improvement in both understanding of the material and student motivation. The interactive use of Mentimeter successfully created a fun learning atmosphere and increased student engagement, particularly for students with a visual learning style. However, the study also faced limitations regarding device accessibility and time constraints, which affected the efficiency of Mentimeter usage. Based on the results, the use of Mentimeter can be an effective alternative to enhance learning motivation,
The Application of The Google Form Media to Increase Student Learning Motivation at Kandangan 4 Elementary School Ninik Sulis Setiani; Esti Untari; Sri Kustiyah
Proceeding International Conference Of Innovation Science, Technology, Education, Children And Health Vol. 2 No. 1 (2022): Proceeding of The International Conference of Inovation, Science, Technology, E
Publisher : Program Studi DIII Rekam Medis dan Informasi Kesehatan

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.62951/icistech.v2i1.6

Abstract

This study aims to determine the use of google form media to increase the learning motivation of grade 4 students at Kandangan 4 Elementary School, Kandangan District. The research was conducted with a qualitative approach to the type of classroom action research. The research was carried out in two cycles, each consisting of 4 stages, namely planning, implementation, observation, and reflection. The data obtained are process data and result data. Collecting data using interview techniques, observation, tests, documentation, and field notes. Data analysis was carried out with the stages of reducing data, presenting data, and drawing conclusions. The results showed that the application of google form media can increase students' learning motivation. This is evidenced by the increase in teacher activity from 81.25% in the first cycle to 93.5% in the second cycle. The student activity increased from 81.8% in the first cycle to 90.9% in the second cycle. Meanwhile, the level of student motivation also increased from 66.5% in the pre-action to 84.8% in the first cycle and 88% in the second cycle. Teachers are expected to continue to develop online learning through the right and correct google form, and add some references about online learning that are more innovative and interesting for students in achieving the expected goals.
Co-Authors Adellia, Regita Vio Ahdianto, Erif Aini, Intan Nurul Alif Mudiono Alif Murdiono Alma Damaya Anisa Dwi Elistiyaningsi Azizah, Mamluatul Azizah, Maulidatul Azizah, Yunita Nur Bagus Waluyo Bunga Ayu Dibtasari Candra Utama Dinmas Surya Birru Walidain Dwi Windari Edhi Yusuf, Muhamad Efy Lilawati Erlita, Riska Faliqul Isbah Fany, Faiz Septia Faridy, Dyas Valmey Fazrin, Khamellisa Qobrina Febryanti, Salsabila Trias Ferril Irham Muzaki, Ferril Irham Fina Zulfa Mustafidah Gading Aviant Syach Putra Gandes Pracika Mutiara Hanik Fitrotul Amilia Hanim Nurlatifah Hasna Fauziah Hidayatulloh, Moh. Alif Idha Rachmawati Imandia Nisai Nabila Indarti Eka Roudhotul Jannah Izzalqurny, Tomy Rizky Jayawarsa, A.A. Ketut Kartika, Rizki Setya Kenintan Rinduiyasa Khotibul Umam Khusnul Khotimah khusnul khotimah Kristin Restu Perdana Lilik Bintartik M. Anas Thohir M. Zainuddin Maharani, Lidya Trie Mardianti, Yeni Margaretha Octaviola, Nadine Mashfufah, Aynin Mismoyo, Parindra Munawar, Muhammad Rofik Mustafidah, Fina Zulfa Nabila, Putri Assyaffa Nafi'ah, Durotun Nahdiyah, Umi Ninik Sulis Setiani Novi Rahmawati Novia Hikma Wardani Nuril Qurroti A’yun Oksa Falaza Pipit Rahmadhany Rahmadini, Nova Anisha Rahmawati, Isna Rizkita Reka Taufiqul Hakim Riana Riana, Riana Rianto Dwi Cahyo Rifasyah, Aranda Riski Riski Solehariyah Rohmah, Aim Mauludzatur Sabillah, Faridah Sal Salsa Nur Fadila Santi, Maula Diana Sari, Novia Siska Puspita Saulina, Herlysa Shukma Dyah Ayu Kumala Sigit Wibowo Solly Aryza Sri Estu Sri Estu Winahyu Sri Estu Winahyu, Sigit Wibowo, Riski Solehariyah, Zulfa Aji Mukti Sri Kustiyah Sri Murdiyah Suhartono SUKAMTI . Sumanto SURAYANAH . Surya Mulya Sutansi, Sutansi Tri Murti Ulfa, Amanda Vivi Wahyuni Winda Maula Yulhavisda Windari, Dwi Wiranti, Aprilia Eka Wulandari, Yustina Ayu Yuniawatika Yusron Izza Rohmani Zuhria, Rif'Atul Zulfa Aji Mukti