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PERBANDINGAN EFEKTIVITAS MODEL GAME BASED LEARNING BERBANTUAN WORDWALL DAN PEMBELAJARAN KONVENSIONAL TERHADAP HASIL BELAJAR MATERI PECAHAN KELAS V SEKOLAH DASAR: Penelitian Eksperimen Aisyah Putri Siregar; Syafri Ahmad
Pendas : Jurnal Ilmiah Pendidikan Dasar Vol. 11 No. 03 (2026): Volume 11 Nomer 03, September 2026 Publication
Publisher : Program Studi Pendidikan Guru Sekolah Dasar FKIP Universitas Pasundan

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.23969/jp.v11i03.60065

Abstract

This study was motivated by the limited implementation of innovative learning models and interactive technology-based instructional media in mathematics classrooms. The research aimed to examine the differences in students’ mathematics learning outcomes on the topic of fractions between those taught using the Game-Based Learning model supported by Wordwall media and those taught through a conventional learning approach. The study was conducted in Grade V at SDN 01 Situjuah Gadang as the experimental class and SDN 03 Situjuah Gadang, Lima Puluh Kota Regency, as the control class. A quasi-experimental design involving pretest and posttest assessments was employed. Data were analyzed using descriptive and inferential statistics, including normality, homogeneity, and hypothesis testing. The pretest results showed that the experimental class obtained a mean score of 53.5, while the control class achieved 52.5, with t statistic = 0.300 < t table = 2.024 and Sig. (2-tailed) = 0.766 > 0.05, indicating no significant difference between the groups before treatment. After the intervention, the posttest mean scores increased to 84.5 for the experimental class and 57.0 for the control class, with t statistic = 4.102 > t table = 2.024 and Sig. (2-tailed) = 0.008 < 0.05. These findings indicate that the null hypothesis was rejected and the alternative hypothesis was accepted. Therefore, the use of the Game-Based Learning model assisted by Wordwall media resulted in significantly better learning outcomes than the conventional teaching approach in learning fractions.
PENINGKATAN HASIL BELAJAR PESERTA DIDIK MATERI PENYAJIAN DATA MENGGUNAKAN MODEL PROBLEM BASED LEARNING BERBANTUAN GOOGLE SITES DI KELAS IVB SDN 27 ANAK AIR Tri Manza, Sanesa; Safitri Syam, Salmaini; Sherlyane Hendri; Syafri Ahmad
Pendas : Jurnal Ilmiah Pendidikan Dasar Vol. 11 No. 03 (2026): Volume 11 Nomor 03, September 2026 Released
Publisher : Program Studi Pendidikan Guru Sekolah Dasar FKIP Universitas Pasundan

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.23969/jp.v11i03.63608

Abstract

This study was motivated by the low learning outcomes of students in the topic of data presentation. In addition, the learning process had not been fully guided by the Deep Learning Lesson Plan (Rencana Pelaksanaan Pembelajaran Mendalam/RPPM). Classroom instruction remained predominantly teacher-centered, the learning media used were not yet interactive, and innovative and varied learning models had not been optimally implemented. Therefore, this study aimed to describe the improvement of students' learning outcomes in the topic of data presentation through the implementation of the Problem Based Learning (PBL) model assisted by Google Sites in Class IVB of SDN 27 Anak Air. This research employed a Classroom Action Research (CAR) design using both qualitative and quantitative approaches. The study was conducted in two cycles. Cycle I consisted of two meetings, while Cycle II consisted of one meeting. Each cycle comprised four stages: planning, implementation, observation, and reflection. The research subjects were the teacher and 27 students of Class IVB at SDN 27 Anak Air.The results showed improvements in several aspects: (a) the quality of the Deep Learning Lesson Plan (RPPM) increased from 96.42% (Very Good) in Cycle I to 100% (Very Good) in Cycle II; (b) the implementation of learning improved from 82.14% (Good) to 96.42% (Very Good) in the teacher aspect and from 82.14% (Good) to 96.42% (Very Good) in the student aspect; and (c) students' learning outcomes improved in all assessed domains. The average score for the attitude aspect increased from 71.82 in Cycle I to 82.41 in Cycle II. The average knowledge score increased from 74.25 to 87.33, while the average skills score increased from 74.61 to 84.85. Based on these findings, it can be concluded that the implementation of the Problem Based Learning (PBL) model assisted by Google Sites effectively improved students' learning outcomes in the topic of data presentation in Class IVB of SDN 27 Anak Air.
EFEKTIVITAS PERANGKAT PEMBELAJARAN KONTEKSTUAL PADA MATERI MEAN, MEDIAN, DAN MODUS UNTUK SISWA SEKOLAH DASAR Ulva Rahmatika; Syafri Ahmad; Salmaini Salmaini
Journal Cerdas Mahasiswa Vol 8, No 1 (2026)
Publisher : UIN Imam Bonjol Padang

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.15548/jcm.v8i1.14093

Abstract

Penelitian ini bertujuan untuk mengetahui efektivitas perangkat pembelajaran kontekstual pada materi mean, median, dan modus untuk siswa sekolah dasar. Penelitian menggunakan pendekatan kuantitatif dengan jenis penelitian deskriptif kuantitatif. Subjek penelitian berjumlah 14 siswa kelas V sekolah dasar yang dipilih menggunakan teknik purposive sampling. Perangkat pembelajaran yang dikembangkan meliputi modul ajar, lembar kerja peserta didik (LKPD), media kartu data, dan instrumen evaluasi yang dirancang berdasarkan pendekatan kontekstual, Problem Based Learning (PBL), dan Deep Learning. Teknik pengumpulan data dilakukan melalui validasi ahli, tes hasil belajar, observasi, angket respons siswa, dan dokumentasi. Data dianalisis menggunakan analisis deskriptif kuantitatif melalui persentase kelayakan, rata-rata hasil belajar, dan persentase ketuntasan belajar. Hasil penelitian menunjukkan bahwa perangkat pembelajaran yang dikembangkan dinyatakan layak digunakan berdasarkan hasil validasi ahli materi dan ahli media. Pelaksanaan pembelajaran menunjukkan bahwa siswa lebih aktif dalam mengamati, mengolah, dan menganalisis data sederhana. Hasil evaluasi menunjukkan seluruh siswa mencapai ketuntasan belajar dengan nilai rata-rata 82,1. Selain itu, respons siswa terhadap pembelajaran tergolong sangat positif karena pembelajaran menjadi lebih menarik, bermakna, dan mudah dipahami melalui penggunaan data yang dekat dengan kehidupan sehari-hari. Meskipun terdapat beberapa kendala, seperti keterbatasan waktu dan kesulitan siswa dalam menyelesaikan soal berbasis HOTS, kendala tersebut dapat diatasi melalui bimbingan guru dan penyederhanaan aktivitas pembelajaran. Dengan demikian, perangkat pembelajaran kontekstual pada materi mean, median, dan modus efektif digunakan untuk meningkatkan keaktifan, pemahaman konsep, dan hasil belajar siswa sekolah dasar.
PENGGUNAAN MEDIA KONKRET DALAM PEMBELAJARAN MEMBANDINGKAN DAN MENGURUTKAN PANJANG BENDA PADA SISWA KELAS I SEKOLAH DASAR Mesra Yuni; Syafri Ahmad; Salmaini Salmaini
Journal Cerdas Mahasiswa Vol 8, No 1 (2026)
Publisher : UIN Imam Bonjol Padang

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.15548/jcm.v8i1.14107

Abstract

Pembelajaran matematika di sekolah dasar memegang peranan penting dalam mengembangkan kemampuan berpikir logis, kritis, dan sistematis peserta didik. Salah satu materi dasar yang perlu dikuasai peserta didik kelas I adalah membandingkan dan mengurutkan panjang benda. Namun, dalam praktik pembelajaran masih ditemukan peserta didik yang mengalami kesulitan memahami konsep panjang karena materi disampaikan secara abstrak dan kurang melibatkan pengalaman langsung. Penelitian ini bertujuan untuk mendeskripsikan penggunaan media konkret dalam pembelajaran membandingkan dan mengurutkan panjang benda pada siswa kelas I sekolah dasar. Penelitian menggunakan pendekatan deskriptif kuantitatif yang didukung data kualitatif. Subjek penelitian berjumlah 17 siswa kelas I SD IK Ar Raihan. Teknik pengumpulan data meliputi observasi, wawancara, pretest, posttest, serta penilaian minat dan motivasi belajar peserta didik. Hasil penelitian menunjukkan bahwa penggunaan media konkret mampu meningkatkan pemahaman peserta didik terhadap konsep panjang benda. Nilai rata-rata pretest sebesar 65 meningkat menjadi 85 pada posttest. Selain itu, peserta didik menunjukkan peningkatan aktivitas belajar, kemampuan bekerja sama, serta motivasi belajar selama proses pembelajaran berlangsung. Penggunaan media konkret memberikan pengalaman belajar yang lebih bermakna karena peserta didik dapat mengamati dan memanipulasi objek secara langsung. Dengan demikian, media konkret dapat dijadikan sebagai salah satu alternatif strategi pembelajaran matematika yang efektif dalam meningkatkan hasil belajar peserta didik sekolah dasar.
Improving Students' Computational Thinking Skills Based on Minangkabau Literature Trinindi Eriswan Fitri; Ayu Ningsih Almairus; Estuhono Estuhono; Eka Filahanasari; Syafri Ahmad; Elfia Sukma; Alwen Bentri; Aisyah Anggraeni
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.
Mengatasi Kesulitan Siswa dalam Menyelesaikan Soal Cerita Satu Langkah di Kelas II Sekolah Dasar Syafri Ahmad
Jurnal Ilmu Pendidikan Vol. 8 No. 2 (2001)
Publisher : Universitas Negeri Malang

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.17977/um048v8i22001p%p

Abstract

This research was aimed at identifying actions that can be performed to help students overcome the difficulties in solving one step word problems. The research used descriptive qualitative approach. The type of research was participant action research. In this research, it was found out that by using approaches such as translation, simulation, making picture, dialogue, group activity, planting concept of addition and substraction using one-time saving and borowing technigues, rereading the original story of the word problems, checking mathematical sentences that had been made, and recomputing, students can solve the one-step word problems well in terms of its solving steps