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Analisis kesalahan siswa dalam menyelesaikan soal HOTS (higher order thinking skill) pada materi bangun datar kelas IV sekolah dasar Felomina Loru; Trisniawati Trisniawati; Nelly Rhosyida
TRIHAYU: Jurnal Pendidikan Ke-SD-an Vol 9 No 3 (2023): Trihayu: Jurnal Pendidikan Ke-SD-an
Publisher : Universitas Sarjanawiyata Tamansiswa

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.30738/trihayu.v9i3.15668

Abstract

The research aims to describe: 1) the type of error that students do when solving HOTS (Higher Order Thinking Skills) questions and, 2) causes errors that students do when against HOTS (Higher Order Thinking Skills) questions in Kanisius Sang Timur Yogyakarta fourth grade elementary school student. This is qualitative descriptive research. The subject is Kanisius Sang Timur Yogyakarta fourth grade elementary school students. Miles and Huberman applied data analysis. Data collection techniques used are interview, observation, and test. The instruments study is HOTS question form of the descriptive amount four number of questions, interview guide for teachers and students, documentation, and observation guide. The tendency for error is in three parts. Concept error as much as 37,81%, operation error as much as 41,66%, and principle error as much as 30,76%. Conceptual errors that student do is not able to translate the question, and cannot use units according to two-Dimentional figures. Operational errors are, not carrying out calculations according to the proper settlement procedure, and the written final result is wrong. Principle error that is wrong in writing the formula, conclusion, and wrong placement of numbers according to the formula. Two factors are causing the error. An internal factor that is students are too hasty to solve the question so less careful in the process of solving the question and do not enough understand of the material of the two-dimension figure. An external factor is the impact of covid-19 pandemic, an environment that does not support the student learning process, and a lack of communication tool availability.
PEMANFAATAN PEPAYA MENTAH MENJADI STIK PEPAYA SEBAGAI ALTERNATIF USAHA BAGI MASYARAKAT Tuti Nadhifah; Devy Aufia Abshor; Cikita Berlian Hakim; dian rosita; Jeki Purnomo; Nelly Rhosyida
Jurnal Abdimas Indonesia Vol 6, No 1 (2024): JURNAL ABDIMAS INDONESIA
Publisher : Universitas Muhammadiyah Kudus

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.26751/jai.v6i1.2443

Abstract

Pepaya merupakan salah satu tanaman yang banyak dijumpai di Desa Banget, namun masyarakat setempat kurang memanfaatkan buah pepaya. Sleian itu pepaya memiliki nilai jual yang rendah dan permintaan konsumen masih sendikit. Kegiatan pengabdian kepada masyarakat (PKM) yang memiliki tujuan memberikan solusi dari permasalahan yang dihadapi oleh masyarakat khususnya ibu rumah tangga dalam menghasilkan olahan produk kreatif. Dengan menggali potensi sumber daya alam yang ada dapat bermanfaat dalam meningkatkan usaha sampingan selain bertani maupun pekerjaan lainnya. Kegiatan pengabdian kepada masyarakat ini dilaksanakan pada bulan oktober 2023 dan diikuti oleh 40 peserta dari ibu-ibu PKK dan masyarakat desa Banget. Metode pelaksanaan pengabdian kepada masyarakat ini dilakukan dengan tiga tahapan yaitu tahap perencanaan, tahap pelaksanaan dan tahan evaluasi. Hasil evaluasi dari kegiatan pengabdian kepada masyarakat ini menunjukkan bahwa penguasaan peserta sebanyak  40 orang atau 80% berada dikategori minimal baik, yang artinya peserta yang mengikuti sosialisasi telah menguasai materi yang di sampaikan TIM PKM. Dengan demikian dapat dikatakan bahwa pengabdian kepada masyarakat yang dilakukan dilaksanakan di sesa Banget dapat dinyatakan berhasil, karena terjadi peningkatan pengetahuan terhadap peserta kegiatan. Saran bagi masyarakat di Desa banget diharapkan dapat diterapkan dengan mengolah pepaya mentah menjadi aneka makanan yang lain sehingga pepaya dapat bernilai jual tinggi dan dapat menambah keankaragaman makanan untuk bisa dijadikan peluang usaha bagi masyarakat.
Korelasi kemandirian belajar terhadap hasil belajar matematika siswa kelas V Resmiyati Resmiyati; Mahmudah Titi Muanifah; Dewi Anggraeni; Trisniawati Trisniawati; Nelly Rhosyida
Trihayu: Jurnal Pendidikan Ke-SD-an Vol 12 No 3 (2026): Trihayu: Jurnal Pendidikan Ke-SD-an
Publisher : Universitas Sarjanawiyata Tamansiswa

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.30738/trihayu.v12i2.21096

Abstract

This study aims to: 1) Describe learning independence in mathematics learning of fifth-grade students at Cimpon Public Elementary School, Bantul Regency, Yogyakarta. 2) Describe learning outcomes in mathematics learning of fifth-grade students at Cimpon Public Elementary School, Bantul Regency, Yogyakarta. 3) Describe the correlation between learning independence and mathematics learning outcomes of fifth-grade students at Cimpon Public Elementary School, Bantul Regency, Yogyakarta. This type of research is quantitative, using an ex post facto research method, with a correlational research design. The study population was all fifth-grade students at Cimpon Public Elementary School, Bantul Regency, Yogyakarta, with a total of 14 students. Data collection techniques used questionnaires, tests, and documentation. Instrument measurement used construct validation and reliability testing. Prerequisite analysis tests included normality and linearity tests, and hypothesis testing using Pearson Product Moment. The results of this study are: 1) The average student learning independence was 100.57, which is categorized as moderate. 2) The average mathematics learning outcome was 80.21, which is categorized as very high. 3) Hypothesis testing based on the Pearson Correlation value of 0.427, indicating a moderate correlation between the variables and a positive coefficient. However, a significance value of 0.128 was obtained, as 0.128 > 0.05. Therefore, Ho is accepted, indicating that learning independence and mathematics learning outcomes are not correlated.
Mapping the global landscape of Roblox-based learning research in a bibliometric analysis Trisniawati Trisniawati; Nelly Rhosyida; Krida Singgih Kuncoro; Devi Septiani; Fitria Sulistyowati; Betty Kusumaningrum; Sony Yunior Erlangga; Dhimas Nur Setyawan; Zohaib Hassan Sain
UNION : Jurnal Ilmiah Pendidikan Matematika Vol 13 No 3 (2025)
Publisher : Universitas Sarjanawiyata Tamansiswa

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.30738/union.v13i3.21333

Abstract

Roblox has emerged as a prominent platform-based learning environment that bridges gamification, immersive virtual worlds, and interactive pedagogies. Despite its growing adoption in educational contexts, the global research landscape on Roblox Education has not yet been systematically mapped. This study aims to analyze the structure, dynamics, and thematic evolution of scholarly publications related to Roblox-based learning within the Scopus database from 2020 to 2025. Using a bibliometric approach supported by performance analysis and science mapping techniques in Biblioshiny, this study examines 37 documents indexed in 26 sources, involving 214 authors and an annual growth rate of 58.49%. The findings reveal high collaboration intensity (8.78 co-authors per document) and considerable academic influence, with an average of 69.97 citations per publication. Korea, the United States, Indonesia, India, Spain, and China emerged as leading contributors to the field. Science mapping shows four dominant thematic structures: (i) metaverse and virtual reality as motor themes; (ii) Roblox, education, artificial intelligence, and e-learning as basic themes; (iii) educational alternatives and niche digital environments as highly developed but isolated themes; and (iv) emerging or declining themes, including avatars, computational theory, and video games. Trend analysis indicates a strong shift from conventional e-learning toward immersive, metaverse-driven, and game-based pedagogies between 2022 and 2024. Reference spectroscopy highlights 2020–2023 as a pivotal period marked by rapid theoretical expansion following global pandemic-related digitization. Overall, the findings demonstrate that Roblox Education represents a rapidly maturing and multidisciplinary research domain, with substantial potential to support experiential learning, digital creativity, and the remediation of learning loss. Implications for future research include the integration of adaptive AI, immersive assessment frameworks, and curriculum-level adoption of platform-based learning.
Pengembangan media komik materi penjumlahan bilangan cacah kelas II SDN Randusari Yogyakarta Egi Alridhayansah; Trisniawati Trisniawati; Mahmudah Titi Muanifah; Nelly Rhosyida; Dewi Anggreini
Trihayu: Jurnal Pendidikan Ke-SD-an Vol 12 No 2 (2026): Trihayu: Jurnal Pendidikan Ke-SD-an
Publisher : Universitas Sarjanawiyata Tamansiswa

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.30738/trihayu.v12i2.21101

Abstract

This study aims to (1) develop a feasible learning comic media named KOJUMCAH (Whole Number Addition Comic) for second-grade students at SDN Randusari, (2) describe the feasibility of KOJUMCAH learning media (Whole Number Addition Comic) in the second grade of SDN Randusari, and (3) describe student responses to the use of educational comic media in learning whole number addition in the second grade of SDN Randusari. This research is a Research and Development (R&D) study. The development steps used are based on Borg and Gall's development procedure theory, limited to 7 steps: potential and problems, data collection, initial product development, expert validation, design revision, limited product trial, and revision of limited product trial results. This research was conducted at SDN Randusari with a subject of 8 second-grade students (limited product trial). Data collection techniques used were observation, interviews, and questionnaires. Data analysis techniques used were qualitative and quantitative data analysis. The results of this study are as follows: (1) The development of the KOJUMCAH media, which presents a storyline-based learning of mathematics for second-grade elementary students. (2) The feasibility of the product based on validation results shows a score percentage of 80.83% from the material expert, 98.61% from the media expert, and 98.61% from the second-grade teacher, indicating that the product falls under the "very feasible" category. (3) Student responses were highly positive, with an average percentage of 88.9%, also indicating a "very feasible" category. Based on these results, it can be concluded that the KOJUMCAH (Comic on Addition of Whole Numbers) media is feasible to be used as an alternative learning media for teaching addition of whole numbers in second-grade elementary mathematics, as it meets the "very feasible" criteria based on expert validations and received highly positive responses from students.