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Pengembangan Bahan Ajar IPA melalui Pendekatan STEAM untuk Meningkatkan Hasil Belajar pada Siswa Adi Widya Pasraman N. Selvia Asta Mariyana; Herlina Usman
Cetta: Jurnal Ilmu Pendidikan Vol 6 No 4 (2023)
Publisher : Jayapangus Press

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.37329/cetta.v6i4.2833

Abstract

This research conducted because of the lack of teaching materials in general subjects, especially science, at Adi Widya Pasraman. This research aims to develop science-teaching materials using the steam (science, technology, engineering, art, and math) approach to improve students learning outcomes at Adi Widya Pasraman. The method used in this research is Research and Development, with the ADDIE (analysis, design, development, implementation, evaluation) approach. The stages in the ADDIE approach (analysis, design, development, implementation, evaluation) namely needs analysis, designing teaching materials, developing teaching materials, implementation and evaluation. The teaching material product that will developed in this research is a Google web site, which can accessed via gadgets or computers. This research carried out at Adi Widya Pasraman in East Kolaka Data collection carried out through observation, interviews, tests, and questionnaires. Data analyzed using validation, evaluation, revision and implementation stages. The results of this research are in the form of needs analysis data, where students really need teaching materials in general learning, which can be accessed easily, and contain material that is adaptive to education at Adi Widya Pasraman, and is easy to implement for students. Based on the needs analysis and literature study carried out, the STEAM (science, technology, engineering, art, and mathematics) based science teaching materials at Adi Widya Pasraman are very feasible.  
Analisis Dampak Games Online Terhadap Motivasi Belajar Peserta Didik Sekolah Dasar Rizky Roland Jurdil; Herlina Usman; Yubena Abigail Serewati Tambunan
Jurnal DIDIKA: Wahana Ilmiah Pendidikan Dasar Vol. 8 No. 2 (2022): JURNAL DIDIKA : WAHANA ILMIAH PENDIDIKAN DASAR
Publisher : Universitas Hamzanwadi

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.29408/didika.v8i2.7474

Abstract

AbstrakAdanya pandemi Covid 19 mengharuskan seluruh sektor pendidikan melakukan implementasi pembelajaran jarak jauh (PJJ). Implementasi PJJ tersebut membuat peserta didik memiliki banyak waktu luang, sebab intensitas belajar mengajar cenderung lebih singkat dibandingkan pembelajaran konvensional. Guna mengisi waktu luang tersebut, tidak sedikit yang memilih untuk bermain, terutama anak usia sekolah dasar. Mengingat sedang pandemi, alternatif pilihan mereka adalah bermain game online. Melihat hal tersebut, penulis tertarik meneliti dengan judul “Analisis Dampak Games Online Terhadap Motivasi Belajar Peserta Didik Sekolah Dasar”. Tujuan dari penelitian ini untuk mengetahui intensitas bermain game online pra dan pasca PJJ, mengetahui tingkat motivasi belajar peserta didik berdasarkan intensitas bermain game online, dan mengetahui peran guru akan dampak intensitas bermain game online terhadap motivasi belajar siswa. Penelitian ini menggunakan metode kualitatif dengan pendekatan studi kasus. Adapun teknik pengumpulan data yang digunakan pada penelitian ini yaitu wawancara dan observasi kepada 5 peserta didik dan 1 guru. Dalam penelitian ini, ditemukan terdapat peningkatan intensitas bermain game online terhadap seluruh informan pasca pjj, Intensitas bermain game online memiliki dampak pada tinggi rendahnya motivasi belajar peserta didik, adapun peran guru yang ditemukan pada penelitian ini yaitu memberikan nasihat dan arahan kepada peserta didik.Kata kunci: Game Online; Motivasi Belajar; Sekolah Dasar
ANALISIS KEBUTUHAN MEDIA PEMBELAJARAN BUKU INTERAKTIF DALAM MUATAN PEMBELAJARAN SBdP Almira Chandra Lalita; Herlina Usman; Prayuningtyas Angger Wardhani
JURNAL PENELITIAN BIDANG PENDIDIKAN Vol 30, No 1 (2024)
Publisher : LPPM Universitas Negeri Medan

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.24114/jpbp.v30i1.56919

Abstract

Seni rupa memiliki peran penting dalam pendidikan sekolah dasar, seni rupa di kenal dengan mata pelajaran SBdP (seni budaya dan prakarya) di sekolah dasar. Fokus utama dalam artikel ini adalah analisis kebutuhan media pembelajaran buku interaktif dalam materi pencampuran warna kelas 3 sekolah dasar. Tujuan penulisan artikel ilmiah ini adalah untuk Mengidentifikasi tingkat pemahaman siswa kelas 3 Sekolah Dasar terhadap konsep pencampuran warna dalam mata pelajaran SBdP serta Menganalisis kebutuhan siswa terhadap media pembelajaran buku interaktif untuk mempelajari konsep pencampuran warna. Analisis kebutuhan ini di lakukan di SDN Petukangan Selatan 05 dengan jumlah siswa kelas 3 SD sebanyak 25 siswa. Metode penelitian yang di gunakan ialah Research and Development (R&D). Instrumen yang digunakan dalam artikel ini adalah angket dan wawancara. Hasil temuan yang di dapat dari angket dan wawancara adalah, siswa kelas 3 masih kurang memahami konsep pencampuran warna, dan dari hasil wawancara yang di lakukan kepada guru kelas menyatakan bahwa materi pencampuran warna di kelas 3 SD tidak di jelaskan begitu mendalam, melainkan hanya sekilas saja, dalam sekali pertemuan, kesimpulannya ialah media pembelajaran buku interaktif ini di perlukan oleh siswa kelas 3 sekolah dasar, untuk memudahkan siswa dalam memahami konsep warna dan pencampuran warna serta dapat meningkatkan kreativitas siswa dalam mewarnai.
Pengembangan Media Pembelajaran Smart Apps Creator 3 Berbasis STEAM pada Muatan Matematika Sekolah Dasar Eunike Sirait; Herlina Usman; Prayuningtyas Angger Wardhani
Kognitif: Jurnal Riset HOTS Pendidikan Matematika Vol. 4 No. 1 (2024): Januari - Juni 2024
Publisher : Education and Talent Development Center Indonesia (ETDC Indonesia)

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.51574/kognitif.v4i1.1453

Abstract

Penelitian bertujuan untuk melakukan dan mengetahui analisis kebutuhan terkait pengembangan media pembelajaran Smart Apps Creator 3 berbasis STEAM pada muatan matematika sekolah dasar. Penelitian dilatarbelakangi oleh temuan kesulitan guru dan siswa dalam pembelajaran matematika. Penelitian menggunakan metode penelitian dan pengembangan atau R&D (Research and Development) model ADDIE (Analysis, Design, Development, Implementation, Evaluation). Namun, dalam penelitian ini dibatasi hanya pada tahapan awal dalam model ADDIE (Analysis, Design, Development, Implementation, Evaluation), yakni Analysis. Subjek dalam penelitian melibatkan guru dan siswa kelas IV di SDN Kemayoran 13. Teknik pengumpulan data dalam penelitian menggunakan wawancara dan kuesioner. Instrumen dalam penelitian terdiri dari 10 butir pertanyaan wawancara untuk guru dan 10 butir pernyataan kuesioner untuk siswa. Temuan menunjukkan bahwa baik guru maupun siswa kelas IV di SDN Kemayoran 13 mengalami kesulitan dalam pembelajaran matematika dengan beberapa permasalahan seperti penggunaan media pembelajaran yang kurang bervariasi, pemilihan model/pendekatan pembelajaran yang kurang dikuasai, dan penyampaian materi pembelajaran yang kurang maksimal. Hasil penelitian menunjukkan bahwa pengembangan media pembelajaran Smart Apps Creator 3 berbasis STEAM pada muatan matematika untuk siswa sekolah dasar memiliki potensi besar dalam meningkatkan kualitas pembelajaran. Artinya, kebutuhan untuk mengembangkan media pembelajaran Smart Apps Creator 3 berbasis STEAM pada muatan matematika untuk siswa sekolah dasar sangatlah penting. Adanya pengembangan media pembelajaran Smart Apps Creator 3 berbasis STEAM diharapkan memudahkan siswa dalam memahami konsep matematika karena disajikan dalam konteks yang lebih luas dan relavan dalam kehidupan sehari-hari serta membantu meningkatkan keterampilan pemecahan masalah, kreativitas, dan kolaborasi khususnya pada materi pecahan.
Analysis Of The Implementation Of The Merdeka Curriculum In 3t Areas (Underdeveloped, Frontier And Outermost) (Elementary School In Namohalu Esiwa Sub-District) Maret Markus Harefa; Herlina Usman; Ika Lestari
Jurnal Elementaria Edukasia Vol. 7 No. 1 (2024): Maret
Publisher : Elementary Teacher Education Program, Majalengka University

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.31949/jee.v7i1.8623

Abstract

An merdeka curriculum is a curriculum approach that focuses on developing 21st century skills, student independence and community involvement in the learning process. The independent curriculum carries the concept of independent learning which gives schools, teachers and students the freedom to develop innovations, learn independently and show creativity. This research aims to analyse the implementation of the merdeka curriculum at SD Negeri 078452 Berua, SD Negeri 071162 Esiwa, and SD Negeri 280520 Kota Namohalu Esiwa. The research method used was qualitative with a phenomenological approach. Data analysis was conducted using the Miles and Hubermen model. Data analysis was conducted with reliability, transferability, depenability, and confirmability. The results showed that there was uniformity in several important aspects of the implementation of Merdeka Curriculum in the three public primary schools. This uniformity includes the opening of learning activities, variations in learning methods and media, structured learning planning, the use of formative and summative assessments, and monthly supervision. Despite the commitment of teachers and education stakeholders in improving the quality of learning, there is still a need for further improvement.
IMPROVING CRITICAL THINKING ABILITIES IN SOCIAL STUDIES LEARNING USING THE PROBLEM BASED LEARNING (PBL) MODEL USED BY AUDIO VISUAL MEDIA IN ELEMENTARY SCHOOL STUDENTS Alia Sopiatul Azkia; Arifin Maksum; Herlina Usman
Jurnal Cakrawala Pendas Vol. 11 No. 1 (2025)
Publisher : Universitas Majalengka

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.31949/jcp.v11i1.11809

Abstract

The Problem Based Learning model is a learning model that focuses on problem solving so as to stimulate critical thinking skills. The purpose of this study is to improve critical thinking skills in grade V students of SD Negeri Ciptasari I Pangkalan in social studies learning with the Problem Based Learning approach. This type of research is Classroom Action Research with data collection techniques using observation techniques, written tests, and documentation. The research is divided into three cycles, each cycle is divided into several stages; 1) Planning; 2) Implementation; 3) Observation; 4) Reflection. The results of this study are, Implementation of learning with the PBL approach in three stages, namely initial activities, core activities, and closing. In the pre-cycle the number of students who met the minimum criteria was 5 students with a percentage of 35% of all students, in cycle I it increased to 7 students with a percentage of 50%, and in cycle III it increased by 12 students with a percentage of 85.7%. Teacher and student observation sheets increased in each cycle. Teacher observation in cycle I reached 77%, cycle II 88%, cycle III 92%. Student observation sheets in cycle I 65%, cycle II 77%, cycle III increased to 85%. Based on these results, it can be concluded that the critical thinking skills of fifth grade students in social studies learning can be increased through the application of the Problem Based Learning (PBL) model assisted by audiovisual media.
Influence a Realistic Mathematics Education Approach and Motivation on Students' Mathematical Reasoning Ability A. M. Mega Purnamatati; Herlina Usman; Elih Yunianingsih
Journal of Instructional Mathematics Vol. 4 No. 1 (2023): Mathematical Learning: Strategies, Factors, and Challenges
Publisher : Pendidikan Matematika STKIP Kusuma Negara

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.37640/jim.v4i1.1618

Abstract

The purpose of the research was to provide knowledge of the effect of the Realistic Mathematics Education (RME) approach and motivation on students' mathematical reasoning abilities. This quasi-experimental study employed a pretest-posttest control group design, focusing on fifth-grade students at SDN Lulut 05, Klapanunggal District. Class VA was selected as the experimental group, while class VB served as the control group using purposive sampling. Data analysis involved the N-gain formula and t-test. The results shown: (1) There is a difference in the increase in students' mathematical reasoning ability after being given the RME approach indicated by the N-gain value of 55.5 in the medium category and for the experimental class 36.8 in the low category, then the control class in the t-test (independent) so that the Sig value is obtained. 0.001<0.005, as for deciding in the independent sample t-test. It is concluded that there is a significant difference between the average score mathematical reasoning ability by students treated with the RME approach and the Conventional approach. (2) There is an influence of the RME approach on students' mathematical reasoning abilities with an effect size score of 1.44 which is in the high category.
ANALYSIS OF CANVA PUZZLE MEDIA NEEDS IN INDONESIAN LANGUAGE LEARNING FOR ELEMENTARY SCHOOL GRADE III Vera Juniar; Herlina Usman; Mahmud Yunus
PIONIR: JURNAL PENDIDIKAN Vol. 14 No. 2 (2025): PIONIR: JURNAL PENDIDIKAN
Publisher : Prodi PGMI FTK UIN Ar-Raniry Banda Aceh

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.22373/4phcqr09

Abstract

This study aims to develop Canva-based puzzle media for Indonesian language subjects for third-grade elementary school students using the Research and Development (R&D) method of the ADDIE model (Analysis, Design, Development, Implementation, Evaluation), but this study is limited to the development stage, so the resulting product has not yet reached the stage of implementation and comprehensive evaluation in the field. Data collection was carried out through observation, student questionnaires, and teacher interviews which showed that 74.1% of students liked Indonesian language subjects, but 55.6% found it difficult, 92.6% of students wanted more creative learning, and 51.9% were more enthusiastic about game methods. The conclusion of this study is that Canva-based puzzle media is expected to increase students' interest in learning and active participation, while providing practical solutions for teachers in overcoming low interest in learning and enriching digital learning media references. Keywords: Puzzle Media, Elementary School
Improving Students’ Narrative Text Writing Ability Through The Picture and Picture Learning Model Azmy Ali Muchtar; Aceng Rahmat; Herlina Herlina
Indonesian Language Education and Literature Vol. 6 No. 1 (2020)
Publisher : Jurusan Tadris Bahasa Indonesia

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.24235/ileal.v6i1.5427

Abstract

Menulis merupakan kegiatan mengungkapkan isi pikiran atau perasaan. Salah satu jenis teks yang biasa digunakan dalam belajar menulis adalah teks atau esai naratif. Penelitian ini bertujuan untuk meningkatkan kemampuan menulis teks naratif menggunakan model pembelajaran picture and picture. Metode penelitian yang digunakan adalah penelitian tindakan kelas, yang dilakukan dalam dua siklus. Teknik pengumpulan data menggunakan tes menulis, wawancara, dan observasi. Hasil penelitian menunjukkan bahwa implementasi model pembelajaran picture and picture memberikan pengaruh terhadap kemampuan menulis teks naratif. Rerata nilai keterampilan menulis teks naratif pada tahap observasi sebesar 64.9 pada siklus pertama mencapai 70.1 dan pada siklus kedua sebesar 75.2. Hasil tersebut menunjukkan bahwa model pembelajaran picture and picture dapat meningkatkan kemampuan menulis teks naratif siswa dan memberikan nuansa pembelajaran yang menyenangkan serta menjadikan siswa aktif dan antusias dalam belajar.Writing is an activity to express thoughts or feelings. A type of text commonly used in learning to write is a narrative text or essay. The objective of this study is to improve the ability to write narrative texts using the Picture and Picture Learning Model (PPLM). The research method is categorized as classroom action research, which was conducted in two cycles. The data collection techniques include writing tests, interviews, and observations. The results showed that the implementation of the Picture and Picture Learning Model (PPLM) influenced the ability to write narrative texts. The average score of writing narrative text skills at the observation stage was 64.9, and in the first cycle, it reached 70.1, while in the second cycle it reached 75.2. These results indicate that the Picture and Picture Learning Model (PPLM) can improve students' ability to write narrative texts and provide fun learning nuances that make students active and enthusiastic about learning.
Aktan dalam Novel The Maze Runner Karya James Dashner: Kajian Naratologi A. J. Greimas (Actants in James Dashner's The Maze Runner Novel: A Study of Narrative A. J. Greimas) Ayu Misriyani; Endry Boeriswati; Herlina Herlina
Indonesian Language Education and Literature Vol. 8 No. 1 (2022)
Publisher : Jurusan Tadris Bahasa Indonesia

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.24235/ileal.v8i1.7028

Abstract

This study aims to describe the actant in The Maze Runner novel based on the scheme of the actant, and the structure of the story. Methods of data collection is done by reading notes technique. This study uses content analysis because it prioritizes the depth of appreciation of the interactions between concepts that are being studied empirically. The results of the research show that there are three acts which are divided into three chapters in this novel. The actant and functional structures in The Maze Runner novel are complex and have fulfilled all stages. This novel can be used as literature learning material, especially novels.Penelitian ini bertujuan untuk mendeskripsikan aktan dalam novel The Maze Runner berdasarkan skema aktannya, dan struktur cerita. Metode pengumpulan data dilakukan dengan teknik baca catat. Penelitian ini menggunakan analisis isi karena mengutamakan kedalaman penghayatan interaksi antar-konsep yang sedang dikaji secara empiris. Hasil penelitian menunjukkan bahwa terdapat tiga aktan yang terbagi dalam tiga bab di novel ini. Struktur aktan dan fungsional dalam novel The Maze Runner sudah kompleks dan sudah memenuhi semua tahapan. Novel ini dapat digunakan sebagai materi pembelajaran sastra, khususnya novel.