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Peningkatan Hasil Belajar Matematika Siswa Pada Materi Operasi Hitung Pecahan Menggunakan Model Problem Based Learning di Kelas V SDN 04 Sungai Geringging Rientika Adma; Syafri Ahmad
Jurnal Pendidikan Tambusai Vol. 4 No. 3 (2020): December 2020
Publisher : LPPM Universitas Pahlawan Tuanku Tambusai, Riau, Indonesia

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.31004/jptam.v4i3.828

Abstract

Penelitian ini bertujuan untuk mendeskripsikan peningkatam hasil belajar peserta didik menggunakan model Problem Based Learning pada pembelajaran matematika materi operasi hitung pecahan di kelas V SDN 04 Sungai Geringging. Jenis penelitian ini adalah penelitian tindakan kelas dengan menggunakan pendekatan kualitatif dan kuantitatif. Subjek penelitian ini adalah guru dan peserta didik kelas V yang berjumlah 22 orang. Hasil penelitian menunjukkan peningkatan dari siklus I ke siklus II, perencanaan pembelajaran memperoleh rata-rata dari 83,33% (B) menjadi 97,22% (A), aktivitas guru dari 82,81% (B) menjadi 93,75% (A), aktivitas siswa dari 82,81% (B) menjadi 93,75% (A), dan rata-rata hasil belajar siswa pada aspek pengetahuan yaitu 73,09 menjadi 92,09, serta pada aspek keterampilan memperoleh rata-rata 70,04 menjadi 93,94.
P Perangkat Pembelajaran Terintegrasi Etnomatematika Permainan Tradisional untuk Meningkatkan Pemahaman Konsep Matematis Devian, Lora; Ahmad Fauzan; Syafri Ahmad; Melva Zainil; Nevi Novelita
Jurnal Pendidikan dan Pengajaran Vol 57 No 2 (2024): July
Publisher : Universitas Pendidikan Ganesha

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.23887/jpp.v57i2.75767

Abstract

Understanding of mathematical concepts is different than expected. Students need help learning mathematical concepts. Based on this, this research aims to develop an integrated learning tool for the ethnomathematics of traditional games. This type of research uses the Plomp development model with three stages. Subjects in this development research include instrument validators, expert validators (2 material experts, 1 language expert, and 1 cultural expert), teachers as expert practitioners, and third-grade students in three elementary schools. The methods used in collecting data were observation, interviews, questionnaires and tests. Data collection instruments are questionnaire sheets and test questions. Data analysis techniques were carried out qualitatively and quantitatively, as well as inferential statistics. The research results are validation results from experts in the very valid category. Second, the practical results of students are in the convenient category. Third, the results of teacher practicality are in the convenient category. The results of the N Gain score test show increased learning outcomes by developing an integrated worksheet on ethnomathematics on whole numbers counting operations to understand mathematical concepts in class III elementary school students. It was concluded that the integrated learning tools for ethnomathematics in the operational material for calculating whole numbers were valid and practical for increasing the understanding of mathematical concepts for class III elementary school students. This research implies that the traditional game ethnomathematics integrated learning tools developed can be used in learning.
PENERAPAN MODEL PROBLEM BASED LEARNING UNTUK MENINGKATKAN HASIL BELAJAR PESERTA DIDIK PADA MATERI POLA GAMBAR DAN POLA BILANGAN DI KELAS IV SEKOLAH DASAR Lidya Febryanti; Syafri Ahmad
Didaktik : Jurnal Ilmiah PGSD STKIP Subang Vol. 10 No. 3 (2024): Volume 10 No. 03 September 2024 In Press
Publisher : STKIP Subang

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.36989/didaktik.v10i3.3675

Abstract

This study aims to describe how to improve the learning outcomes of students on the material of image patterns and number patterns using the Problem Based Learning (PBL) model in class IV Elementary School. The research method used is Classroom Action Research using quantitative and qualitative approaches. The subject of this research involved 20 fourth grade elementary school students. The results of this study showed that: The results showed that: First, the teaching module of cycle I obtained an average of 87.5% (B), increased in cycle II to 95.8% (SB). Second, the results of the implementation of learning aspects of the teacher of cycle I obtained an average of 85.71% (B), increased in cycle II to 96.42% (SB). Third, the results of the implementation of learning aspects of students in cycle I obtained an average of 82.14% (B), increasing in cycle II to 92.85% (SB). Fourth, the learning outcomes of students in cycle I obtained an average of 74.8 (C), increasing in cycle II to 91.88 (SB). Thus, it can be concluded that the Problem Based Learning (PBL) model can improve the learning outcomes of students in learning Picture Patterns and Number Patterns in class IV Elementary School.
Improving Students' Computational Thinking Skills Based on Minangkabau Literature Trinindi Eriswan Fitri; Almairus, Ayu Ningsih; Estuhono, Estuhono; Filahanasari, Eka; Syafri Ahmad; Elfia Sukma; Alwen Bentri; Anggraeni, Aisyah
Mosharafa: Jurnal Pendidikan Matematika Vol. 14 No. 1 (2025): January
Publisher : Department of Mathematics Education Program IPI Garut

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.31980/mosharafa.v14i1.2760

Abstract

Kemampuan berpikir komputasi diperlukan untuk beradaptasi dengan kecanggihan teknologi era society 5.0. Penelitian ini bertujuan merancang pembelajaran literasi numerasi berbasis sastra Minangkabau untuk meningkatkan keterampilan berpikir komputasional siswa. Penelitian Research and Development ini berdasarkan model Plomp. Instrumen penelitian meliputi instrumen validasi dan lembar angket praktikalitas. Analisis validitas dan analisis praktikalitas menjadi bagian dari teknik analisis data. Penelitian melibatkan validator ahli materi, ahli bahasa, ahli media, dan ahli desain. Uji praktikalitas melibatkan guru dan siswa di salah satu gugus di Kabupaten Lima Puluh Kota. Penelitian ini menunjukkan hasil validasi dari desain pembelajaran yaitu 90% dengan kategori sangat valid oleh ahli bahasa, 85% valid oleh ahli materi, 90% sangat valid oleh ahli media, dan 80% valid oleh ahli desain. Rata-rata praktikalitas berdasarkan respon guru dan siswa adalah 91,73% dengan kategori sangat praktis. Penelitian ini berhasil menghasilkan desain pembelajaran literasi numerasi berbasis sastra Minangkabau yang mampu meningkatkan kemampuan berpikir komputasi siswa sekolah dasar. Computational thinking skills are needed to adapt to the technological sophistication of the Society 5.0 era. This study aims to design numeracy literacy learning based on Minangkabau literature to improve students' computational thinking skills.. This research is Research and Development study based on the Plomp model. The research instruments consist of a validation sheet and a practicality questionnaire. The data analysis methods employed in this study were validity analysis and practicality analysis. The research involved content expert validators, linguists, media experts, and design experts. The practicality test involved teachers and students in one cluster in Lima Puluh Kota Regency. The findings of the study indicate that the validation of the learning design created is 90% with a very valid category by linguists, 85% valid by content experts, 90% very valid by media experts, and 80% valid by design experts. The average practicality based on teacher and student responses is 91.73% with very paractical category. This research successfully produced a Minangkabau literature-based numeracy literacy learning design to improve elementary school students' computational thinking skills.
PENGEMBANGAN MEDIA PEMBELAJARAN MENGGUNAKAN SMART APPS CREATOR (SAC) 3 PADA MATERI PECAHAN SENILAI DI KELAS IV SEKOLAH DASAR Tiara Utari; Syafri Ahmad; Masniladevi; Risda Amini
Pendas : Jurnal Ilmiah Pendidikan Dasar Vol. 10 No. 01 (2025): Volume 10, Nomor 01 Maret 2025
Publisher : Program Studi Pendidikan Guru Sekolah Dasar FKIP Universitas Pasundan

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.23969/jp.v10i01.22472

Abstract

This study was conducted because the utilization of mathematics learning media in elementary schools was not optimal. The purpose of this study is to develop valid and practical learning media on fractions worth in grade IV elementary school. The study used a research and development (R&D) approach with the ADDIE model. The stages in the research process using the ADDIE model consist of analysis, design, development, implementation, and evaluation. Data were collected from the results of the validation questionnaire of material, linguistic, media experts, and based on a questionnaire of practicality responses from teachers and students. In this research, the trial school was class IV SDN 04 Bakir with 16 students. The research school was conducted in class IV SDN 03 Malepang with 13 students. The results of the Smart Apps Creator 3 learning media validity test in material aspects reached a percentage of 98%, the results of the language validity test amounted to 97% and the results of media validity reached 95.17%, all three of which were classified as very valid. The results of the practicality test in the trial school showed a teacher questionnaire percentage of 93.18% and a student questionnaire of 93.75%, both of which were in the very practical category. In addition, the results of the practicality evaluation in the research school received a score of 95.45% in the “very practical” category for the teacher questionnaire and 96.42% in the “very practical” category for the student questionnaire. Thus, it can be concluded that learning media using Smart Apps Creator 3 on fraction material in grade IV SD is valid and practical.
The Effectiveness of Problem-Based Learning (PBL) Model Assisted by Treasure Hunt Game on Students' Conceptual Understanding and Learning Interest in Grade II Dina Aryanti; Firman; Syafri Ahmad; Melva Zainil
Jurnal Penelitian Pendidikan IPA Vol 11 No 11 (2025): November
Publisher : Postgraduate, University of Mataram

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.29303/jppipa.v11i11.12194

Abstract

This study aims to determine the effectiveness of the Problem-Based Learning (PBL) model assisted by a treasure hunt game on conceptual understanding and interest in learning mathematics in Grade II elementary school students. This study used a quasi-experimental method with a non-equivalent control group design involving 21 students in the experimental class and 19 students in the control class. Data were collected using a pretest–posttest instrument for conceptual understanding and a questionnaire for learning interest. Data analysis included normality and homogeneity tests, followed by dependent and independent sample t-tests, and N-gain score tests using SPSS version 16.00. The results showed that the implementation of PBL assisted by a treasure hunt game had a positive and significant effect on conceptual understanding and interest in learning mathematics in Grade II elementary school students. Students in the experimental class obtained higher posttest scores and N-gain scores compared to students in the control class who received conventional learning. Thus, PBL integrated with treasure hunt game activities can be considered an effective learning approach to improve conceptual understanding and interest in learning mathematics in early-grade elementary students.
Validation of an Innovative Learning Model: Deep Learning Based on Eco-STEAM and Edutainment for Elementary School Science Education Melva Zainil; Ary Kiswanto Kenedi; Nurfarhanah; Syafri Ahmad; Asna Mardin
Jurnal Penelitian Pendidikan IPA Vol 11 No 10 (2025): October
Publisher : Postgraduate, University of Mataram

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.29303/jppipa.v11i10.12871

Abstract

Science education at the elementary school level requires an approach that can improve conceptual understanding and higher-order thinking skills, such as computational thinking. A Deep Learning-based learning model integrated with Eco-STEAM and Edutainment has the potential to facilitate more in-depth, contextual, and engaging science learning. This study aims to test the validity of this learning model for application in elementary schools. The approach used is research and development (R&D) with validation techniques by three education experts through the first stage for initial assessment and the second stage after revisions based on expert input. The results show that the developed learning model obtained an average score of 148.4 out of 175 in the first stage (valid category) and increased to 160.9 in the second stage (highly valid category) after improvements were made to several model components. The discussion shows that this model effectively integrates deep learning with the Eco-STEAM approach and edutainment media, which supports students' understanding of science concepts while developing their CT skills and ecological awareness. This study implies that this model can be implemented in science learning in elementary schools, considering further revisions involving field implementation and adjustments to local characteristics and school infrastructure.
PENERAPAN PENDEKATAN PENDIDIKAN MATEMATIKA REALISTIK INDONESIA (PMRI) UNTUK MENINGKATKAN HASIL BELAJAR SISWA PADA MATERI PENYAJIAN DATA SISWA KELAS IV DI SD NEGERI 02 CAMPAGO GUGUK BULEK KOTA BUKITINGGI Hatika Prastiwina Hrp Wina; Syafri Ahmad
Didaktik : Jurnal Ilmiah PGSD STKIP Subang Vol. 10 No. 2 (2024): Volume 10 No. 2 Juni 2024 in Press
Publisher : STKIP Subang

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.36989/didaktik.v10i2.3062

Abstract

Peneliti melakukan observasi dan wawancara di SD Negeri 02 Campago Guguk Bulek Bukittinggi yang menjadi dasar penelitian. Peneliti menemukan selama observasi bahwa hasil belajar siswa di sekolah dasar ini masih relatif rendah, dengan guru sebagai titik fokus alur pembelajaran, metode yang berulang-ulang, dan rendahnya partisipasi siswa dalam proses pembelajaran. Penelitian ini bertujuan untuk mengetahui keefektifan pendekatan Pendidikan Matematika Realistik Indonesia (PMRI) dalam membekali siswa kelas IV SD Negeri 02 Campago Guguk Bulek dengan materi penyajian data yang berkaitan dengan matematika. Penelitian yang memadukan metode kualitatif dan kuantitatif ini merupakan penelitian Tindakan Kelas (PTK). Penelitian ini melibatkan dua siklus dan melibatkan total 27 siswa kelas IV SD Negeri 02 Campago Guguk Bulek sebagai subjek penelitian. Pendidik kelas IV berperan sebagai pengamat, dan peneliti berperan sebagai pendidik. Instrumen penelitian berupa lembar observasi, lembar tes, dan lembar non tes digunakan dalam pengumpulan data dengan metodologi observasi, tes, dan non tes. Sumber datanya sendiri berkaitan dengan hasil belajar siswa kelas IV, perencanaan, dan pelaksanaan.Temuan penelitian menunjukkan bahwa penggunaan pendekatan PMRI meningkatkan hasil belajar matematika siswa kelas IV di SD Negeri 02 Campago Guguk Bulek. Bukti-bukti yang mendukung temuan tersebut adalah sebagai berikut: a) Modul Pengajaran siklus I rata-rata 88,7% (baik) dan siklus II 95% (sangat baik); b) Aspek Edukasi Pelaksanaan Siklus I mempunyai rata-rata 87,4% (baik) dan Siklus II 92,8% (sangat baik); c) Aspek Keterlaksanaan Siswa pada Siklus I mempunyai rata-rata 87,4% (baik) dan Siklus II 92,8% (sangat baik). Rata-rata siklus I sebesar 76,58 dan rata-rata siklus II sebesar 91,48 tercapai dalam hal peningkatan hasil belajar.
PENINGKATAN HASIL BELAJAR PESERTA DIDIK PADA MATERI LUAS BANGUN DATAR DENGAN MODEL PROBLEM BASED LEARNING DIKELAS IV SDN 01 ULAK KARANG SELATAN Nurisa Ifadillah; Yetti Ariani; Syafri Ahmad; Salmaini Safitri Syam
Didaktik : Jurnal Ilmiah PGSD STKIP Subang Vol. 11 No. 03 (2025): Volume 11 No. 03 September 2025 In Build
Publisher : STKIP Subang

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.36989/didaktik.v11i03.7603

Abstract

This study aims to describe the improvement of learning outcomes in the material of the Area of Flat Shapes by using the Problem Based Learning (PBL) model in class IV of SDN 01 Ulak Karang Selatan. In this study, the Classroom Action Research (CAR) type was applied using qualitative and quantitative approaches. The subjects in this study were the teacher (researcher) and 22 students consisting of 10 boys and 12 girls. The results of this study showed an increase in: a) the teaching module of cycle I with an average of 83.34% (Good) and cycle II 95.83% (Very Good) b) implementation in the teacher aspect of cycle I with an average of 77.5% (Enough) and cycle II 95% (Very Good), while the implementation in the student aspect of cycle I with an average of 77.5% (Enough) and cycle II 95% (Very Good), c) assessment of students in improving learning outcomes in cycle I obtained 76.09 (Enough) and completeness 52.27% with the success indicator Developing According to Expectations (BSH) and cycle II 83.43 (Good) and completeness 90.91% with the success indicator Developing Very Good (BSB). Based on these results it can be concluded that the Problem Based Learning (PBL) model can improve learning outcomes in the material of the Area of Flat Shapes in grade IV.
PENGEMBANGAN MODUL KURIKULUM MERDEKA BERBASIS GEOBOARD DAN APLIKASI GEOGEBRA UNTUK MENGATASI KESULITAN GEOMETRI DI SD: Pengembangan modul ajar dan keefektifan modul ajar Riska Indah; Salmaini Salmaini; Syafri Ahmad
Didaktik : Jurnal Ilmiah PGSD STKIP Subang Vol. 11 No. 04 (2025): Volume 11 No. 04 Desember 2025 Published
Publisher : STKIP Subang

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.36989/didaktik.v11i04.9420

Abstract

The research on the development of independent curriculum modules based on geoboards and geogebra applications aims to overcome the difficulties faced by students in learning geometry, precisely in recognizing the shape of flat buildings in grade 1. This study uses a development research method with a 4D development model (Define, Design, Develop, and Disseminate). The development process of this teaching module is carried out in 4 stages starting from the definition stage (Define), then the design stage (Design), then the development stage (Develop) and finally the dissemination stage (Disseminate). With these stages, researchers can create and develop independent curriculum teaching modules based on geoboard media and geogebra applications. The effectiveness of the teaching modules designed and developed can be seen through the results of validation and the results of dissemination in SDIT schools. Based on the results of the validation, it can be found that the teaching module that is designed still needs improvement and after improvement, the teaching module is effective and suitable for use in mathematics learning about recognizing the shape of flat building in the first grade and based on the results of the test the teaching module is not only able to overcome students' difficulties in learning mathematics but also increases student activity in learning, This can be seen from the response of students who received a positive response from students after conducting a trial of the independent curriculum module based on geoboard media and geogebra applications.