Bagus Ardi Saputro
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PENGEMBANGAN MEDIA ULAR TANGGA UNTUK MENINGKATKAN NUMERASI MATERI BILANGAN CACAH KELAS II SEKOLAH DASAR ira Nur Puspita Sari; Intan Rahmawati; Bagus Ardi Saputro
Pendas : Jurnal Ilmiah Pendidikan Dasar Vol. 10 No. 02 (2025): Volume 10, Nomor 02 Juni 2025 publish
Publisher : Program Studi Pendidikan Guru Sekolah Dasar FKIP Universitas Pasundan

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

Abstract

Latar belakang penelitian ini rendahnya kemampuan numerasi siswa pada materi bilangan cacah, serta minimnya media pembelajaran yang menarik dan interaktif bagi siswa kelas II Sekolah Dasar. Penelitian ini bertujuan untuk: 1) Menilai validitas media ular tangga dalam pembelajaran numerasi; 2) Mengukur kepraktisan media ular tangga sebagai alat bantu pembelajaran; dan 3) Menganalisis efektivitas media ular tangga dalam meningkatkan kemampuan numerasi siswa pada materi bilangan cacah. Jenis penelitian ini menggunakan pendekatan Research and Development (R&D) dengan model pengembangan ADDIE, yang mencakup lima tahapan: Analisis, Desain, Pengembangan, Implementasi, dan Evaluasi. Subjek penelitian terdiri dari 29 siswa dari kelas II Sekolah Dasar. Produk yang dikembangkan adalah media permainan ular tangga bertema petualangan harta karun, yang dilengkapi dengan kartu soal, lembar aturan, dan lembar jawaban. Hasil penelitian menunjukkan bahwa media tersebut dinyatakan “sangat layak” berdasarkan evaluasi dari ahli materi dan ahli media. Uji kepraktisan menunjukkan bahwa media ini mudah digunakan dan menyenangkan. Uji efektivitas memperlihatkan adanya peningkatan kemampuan numerasi siswa pada indikator kemampuan siswa dalam menerapkan angka atau simbol matematis dalam menyelesaikan masalah sehari-hari. Saran dari penelitian ini adalah media ular tangga ini dapat dikembangkan lebih lanjut untuk materi matematika lainnya dan digunakan pada jenjang kelas berbeda sebagai pendekatan pembelajaran yang menyenangkan dan interaktif.
The effect of using tangram-based puzzle media on students’ learning interest and creative thinking skills Rachmania Diandini; Bagus Ardi Saputro; Henry Januar Saputra
Primary: Jurnal Pendidikan Guru Sekolah Dasar Vol. 14 No. 4 (2025): August
Publisher : Laboratorium Program Studi Pendidikan Guru Sekolah Dasar

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.33578/jpfkip.v14i4.p584-603

Abstract

This present study aims to determine the effect of tangram-based puzzle media on improving fourth-grade students' learning interest and creative thinking skills. It is motivated by the issue of low interest in learning mathematics and the limited availability of concrete learning media, which often leads to conventional teaching methods. This study employs a One-Group pretest-posttest design. Data were collected through interviews, written tests, questionnaires, and documentation. The study results indicate that tangram-based puzzle media successfully fostered and maintained students' learning interest, as evidenced by increased student attention, interest in learning, feelings of pleasure, and increased student involvement. A significant increase was also observed in creative thinking skills, including enhancements in fluency, flexibility, originality, and elaboration skills. The research results indicate that increased interest in learning facilitates the practical understanding of quadrilateral concepts and develops creative thinking skills. Thus, Tangram-based puzzle media are a valuable and innovative learning tool to enable more interactive mathematics learning and develop higher-order thinking skills.
ANALISIS PROFIL PELAJAR PANCASILA DIMENSI BERKEBHINEKAAN GLOBAL PADA PEMBELAJARAN OPERASI HITUNG PECAHAN KELAS IV SDN 04 SURAJAYA Ayuni Prastikasari; Bagus Ardi Saputro; Soegeng
Pendas : Jurnal Ilmiah Pendidikan Dasar Vol. 9 No. 03 (2024): Volume 09 No. 03 September 2024
Publisher : Program Studi Pendidikan Guru Sekolah Dasar FKIP Universitas Pasundan

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.23969/jp.v9i03.18191

Abstract

Penelitian ini dilatarbelakangi kondisi peserta didik yang kurang menaati peraturan dan kurang kesadaran siswa terhadap tugas dan tanggung jawab. Peserta didik kurang peduli dengan kondisi lingkungan baik secara fisik dan sosial. Peserta didik kurang mampu berbagai dan menerima pendapat dari teman lain. Tujuan penelitian ini adalah untuk mendeskripsikan profil pelajar Pancasila dimensi berkebhinekaan global pada pembelajaran operasi hitung pecahan kelas IV SDN 04 Surajaya. Metode penelitian kualitatif merupakan suatu pendekatan untuk mengeksplorasi atau memahami suatu peristiwa yang terjadi. Hasil penelitian yang telah dilaksanakan menunjukkan, bahwa profil pelajar Pancasila dimensi berkebhinekaan global pada pembelajaran operasi hitung pecahan kelas IV Sekolah Dasar Negeri 04 Surajaya, dapat dicerminkan melalui kemampuan peserta didik dalam melakukan kegiatan bersama-sama pada pembelajaran matematika materi operasi hitung pecahan. Implementasi pendidikan karakter dalam pembelajaran hitung pecahan di kelas IV telah dilaksanakan oleh guru melalui perencanaan, pelaksaan, dan pengamatan yang dilakukan oleh guru. Guru dalam menyusun perencanaan pembelajaran memuat adanya nilai karakter dalam modul ajar yang akan digunakan. Pada tahap perencanaan guru memilih nilai karakter dengan disesuaikan materi, metode, strategi, media, dan situasi pembelajaran. Pada pelaksanaaan pembelajaran, guru mengimplementasikan nilai-nilai profil Pelajar Pancasila untuk membentuk karakter peserta didik. Adapun upaya yang dilakukan guru dalam mengimplementasikan pendidikan karakter dalam proses pembelajaran. (1) Memberi teladan untuk disiplin waktu, (2) Memberi teladan dengan menaati aturan, (3) Mengecek kehadiran peserta didik, (4) Memberi perhatian yang sama kepada semua peserta didik, (5) Memberi kesempatan peserta didik untuk mengungkapkan pendapatnya.
PENGARUH PBL BERBANTUAN MEDIA UANG MAINAN TERHADAP CAPAIAN BELAJAR SISWA KELAS I Ratna Ayu Kusumaningtyas; Noor Miyono; Agus Riyadi; Bagus Ardi Saputro
Pendas : Jurnal Ilmiah Pendidikan Dasar Vol. 9 No. 04 (2024): Volume 09, No. 04 Desember 2024
Publisher : Program Studi Pendidikan Guru Sekolah Dasar FKIP Universitas Pasundan

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.23969/jp.v9i4.16969

Abstract

Efforts to shape and educate the next generation of the nation to grow into individuals who are faithful and noble, knowledgeable, virtuous, skilled and independent are carried out through education. In the 21st century teachers not only play an important role in improving learning outcomes, but equipping students with four skills namely critical thinking, creativity, collaboration, and communication. The research was motivated by the low learning outcomes of students due to the use of limited learning methods and media, as well as the classical learning process. This study aims to determine the effect of PBL implementation with the help of toy money on learning outcomes of grade IB students at SDN Bendungan in Indonesian language subjects. This study used a quantitative approach with Pre-Experimental Design. The results showed a significant increase in student learning outcomes after applying the PBL model with the help of concrete media. The average score of students' pretest increased from 20-90 to 40-100 in the posttest. This increase was mainly due to students' active participation in the learning process and the use of concrete media that made learning more interesting and meaningful. The hypothesis shows the value of tcount > ttable which is 8.917 > 2.06866 and the value of Sig. (2-tailed) < a which is 0.000 < 0.05. From the results of the study, it can be concluded that the PBL learning model assisted by toy money is effective in improving the learning outcomes of IB grade students of SDN Bendungan.
PENGEMBANGAN MEDIA PENGGARIS KONVERSI KILAN UNTUK MEMFASILITASI KEMAMPUAN PENGUKURAN DAN MENGESTIMASI PANJANG PADA SISWA KELAS 2 SEKOLAH DASAR Silmadina Azkiya; Mira Azizah; Bagus Ardi Saputro
Pendas : Jurnal Ilmiah Pendidikan Dasar Vol. 9 No. 04 (2024): Volume 09, No. 04 Desember 2024
Publisher : Program Studi Pendidikan Guru Sekolah Dasar FKIP Universitas Pasundan

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.23969/jp.v9i4.17866

Abstract

Based on the results of interviews and observations with class 2 teachers, it can be seen that teachers only use guidebooks such as textbooks and worksheets as learning resources when learning takes place. The teacher has media related to measuring length, for example a ruler. However, the ruler only has units of cm and mm. Therefore, teachers and students need innovative, creative and interesting learning media, one of which is developing Kilan Conversion Ruler media. The problems in this research are 1) How can the Kilan Conversion Ruler development media facilitate measuring and estimating length? 2) How is the suitability of the Kilan Conversion Ruler media able to facilitate measuring and estimating length? The aim of this research is to examine the feasibility of the Kilan Conversion Ruler media to facilitate measuring and estimating length and to examine the feasibility of the Kilan Conversion Ruler media to facilitate measuring and estimating length. The type of research used uses R&D (Research & Development) and the research and development stages use ADDIE. This research was conducted at SD Negeri Pagerharjo 01 Pati Regency. The results of the validity assessment of the Kilan Conversion Ruler media were declared valid. This is proven by the results of media expert validation of 89% and material validation of 86%. The percentage result obtained from the student figure the "agree" category. Meanwhile, the test results for one sample stated that the average tcount value was 13.5 > ttable 1.745. So there is a significant difference between student achievement in the control class and the experimental class. So that the results obtained, the Kilan Conversion Ruler media to facilitate measuring and estimating length for grade 2 elementary school students was developed effectively and is suitable for use in learning.
PENGEMBANGAN MEDIA PAPAN SUSUN BLOCK PUZZLE PADA MATERI OPERASI HITUNG GUNA MEMFASILITASI KEMAMPUAN COMPUTATIONAL THINKING SISWA SEKOLAH DASAR Usamah, Yunita; Bagus Ardi Saputro; Ferina Agustini
Pendas : Jurnal Ilmiah Pendidikan Dasar Vol. 10 No. 02 (2025): Volume 10, Nomor 02 Juni 2025 publish
Publisher : Program Studi Pendidikan Guru Sekolah Dasar FKIP Universitas Pasundan

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.23969/jp.v10i02.24040

Abstract

Computational thinking is the ability of students to solve problems by breaking them down into several stages that are effective, efficient, and comprehensive. However, there are still many students in elementary school who still have difficulty in understanding computational thinking in solving problems, especially arithmetic. This research aims to develop computational thinking skills in mathematics lessons to support student learning in mathematics of computational operation materials. This research uses a research and development (R&D) approach with the ADDIE (Analysis, Development, Design, Implementation, Evaluation) design model. The development process is designed so that students can actively divide problems into simple ones, look for similarities between problems, see problems fundamentally, and develop solution steps in solving problems. In this study, a sample was used in grade 3 in one of the elementary schools in the city of Semarang which amounted to 22 students. Based on the results of the research, block puzzle stacking board media can be used by teachers as one of the learning media, especially in multiplication operation materials and can facilitate students' computational thinking skills.
PENGEMBANGAN GAME EDUKASI UNTUK MENINGKATKAN KEMAMPUAN PEMECAHAN MASALAH SISWA PADA MATERI KALIMAT MATEMATIKA DAN PERHITUNGAN KELAS 4 SD Intania Riski Maharani; Bagus Ardi Saputro; Veryliana Purnamasari
Pendas : Jurnal Ilmiah Pendidikan Dasar Vol. 10 No. 03 (2025): Volume 10 No. 03 September 2025 Terbit
Publisher : Program Studi Pendidikan Guru Sekolah Dasar FKIP Universitas Pasundan

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.23969/jp.v10i03.31178

Abstract

The problem in this study is the low student activeness caused by the lack of use of educational learning media, so that students' ability to solve problems, especially in the material of mathematical sentences and calculations is less developed. This study aims to develop educational learning media based on Smart Apps Creator in the form of android applications on the material of mathematical sentences and calculations that are valid, practical, and effective for use by IVA grade students. The research method used is research and development with the ADDIE development model (Analysis, Design, Development, Implementation, Evaluation). The research subjects consisted of teachers and students of class IV A. The validation results showed that this media had a high level of validity, with a score of 93% from material experts and 98% from media experts. The practicality of the media was obtained from teacher responses of 94% and student responses of 88.4%. The implementation of this educational game media improves students' problem solving skills with an N-Gain value of 88.25%, which is included in the effective category. Thus, eduaction game media can be used as an alternative learning media in elementary schools
Pengembangan Media Pembelajaran Berdiferensiasi Berbasis Permainan Kartu Pintar Pada Materi Pecahan Kelas V Sekolah Dasar Kurnianingsih, Diana; Bagus Ardi Saputro; Henry Januar Saputra
Pendas : Jurnal Ilmiah Pendidikan Dasar Vol. 10 No. 03 (2025): Volume 10 No. 03 September 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.v10i03.31210

Abstract

Penelitian ini dilatarbelakangi oleh kesulitan siswa dalam pembelajaran matematika, khususnya materi pecahan. Tujuan penelitian ini adalah mengembangkan media pembelajaran berdiferensiasi berbasis permainan kartu untuk siswa kelas V, mengetahui tingkat kevalidan media pembelajaran yang dikembangkan, mengetahui tingkat kepraktisan media pembelajaran, dan mengetahui tingkat keefektifan media pembelajaran. Penelitian ini menggunakan metode penelitian dan pengembangan (R&D) dengan model pengembangan ADDIE. Subjek penelitian adalah 24 siswa kelas V Sekolah Dasar. Hasil penelitian menunjukkan bahwa media pembelajaran berdiferensiasi berbasis permainan kartu terbukti valid dan praktis untuk digunakan. Media ini juga efektif dalam meningkatkan pemahaman siswa terhadap materi pecahan. Namun, ditemukan beberapa siswa masih mengalami kesulitan dalam mengerjakan soal evaluasi. Temuan menunjukkan bahwa Kartu Pintar memiliki potensi sebagai media pembelajaran yang efektif, namun memerlukan perbaikan signifikan terkait akurasi jawaban dan kejelasan penyajian konsep. Secara khusus, pemahaman siswa terhadap nilai tempat dalam pecahan desimal, konsep pecahan senilai, dan penyederhanaan pecahan masih menjadi tantangan. Rekomendasi dari guru dan siswa untuk peningkatan media pembelajaran meliputi penerapan pembelajaran berdiferensiasi yang lebih disesuaikan dengan karakteristik siswa melalui penambahan video atau lagu, pengaitan materi pecahan dengan konteks kehidupan sehari-hari, kolaborasi permainan kartu dengan metode jigsaw, dan penyesuaian jumlah kartu "Ayo Belajar".