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The Effect of E-LKPD Liveworksheet-Assisted Problem-Based Learning Models on the Critical Thinking Skills of Students in Grade V Sari, Adelia Putri; Sulistyowati, Prihatin; Sakdiyah, Siti Halimatus
Sistem-Among : Jurnal Pendidikan Sekolah Dasar Vol. 5 No. 1 (2025): Volume 5 Nomor 1 Tahun 2025
Publisher : Actual Insight

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.56393/sistemamong.v5i2.3516

Abstract

Critical thinking skills are essential competencies for students. However, elementary school students in Indonesia still show weaknesses in this aspect, as they tend to emphasize memorization. This study aims to examine the effect of the E-LKPD Liveworksheet-assisted Problem-Based Learning (PBL) model on the critical thinking skills of fifth-grade students in Natural and Social Sciences (IPAS). The study uses a quantitative approach with a quasi-experimental design of the Pretest-Posttest Nonequivalent Control Group Design. The research subjects involved 58 students from two elementary schools in Pamekasan Regency, divided into an experimental group and a control group. The instrument was a multiple-choice critical thinking test consisting of 10 items that had been validated and proven reliable. The data were analyzed using normality, homogeneity, N-Gain, and independent t-tests with the help of SPSS 22. The results showed that the experimental group obtained higher post-test scores (M = 77.86) and N-Gain (0.6179, medium-high category) compared to the control group (M = 55.67; N-Gain = 0.3513, medium category), with a significant difference (p < 0.05). These findings confirm that integrating PBL with E-LKPD  Liveworksheet effectively improves critical thinking skills. The novelty of this study lies in the integration of PBL with interactive digital worksheets in elementary school science education. It contributes theoretically to the study of digital-based PBL and provides practical benefits for teachers in designing innovative, student-centered learning in the digital age.
Pengembangan E-Modul Pembelajaran Pendidikan Pancasila Materi Persatuan Dan Kesatuan Berbasis Karakter Kelas IV SD Nando, Pius; Yulianti; Sulistyowati, Prihatin
Jurnal PGSD Indonesia Vol. 9 No. 2 (2023): Jurnal PGSD Indonesia
Publisher : Pendidikan Guru Sekolah Dasar Fakultas Keguruan dan Ilmu Pendidikan Universitas PGRI Yogyakarta

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.250121/jpgsdi.v9i2.5520

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Tuntutan mengembangkan media pembelajaran untuk mengatasi masalah guru kelas IV SD Katolik Santa Maria 1 Malang yang mengalami kesulitan menerapkan pendidikan karakter profil pelajar pancasila pada pembelajaran Pendidikan Pancasila, sehingga membuat siswa mengalami penurunan minat belajar dan belum mendapatkan nilai yang memuaskan. Tujuan dari pengembangan ini untuk mendeskripsikan validasi e-modul pendidikan pancasila pada materi persatuan dan kesatuan berbasis karakter. Metode penelitian ini adalah Research and Development (R&D) dengan menggunakan model 4D yang dikembangkan oleh Thiagarajan dalam empat tahap: Definition, Design, Development, dan Disseminate. Penelitian ini mengunakan data kualitatif dan kuantitatif. Hasil uji kelayakan e-modul Pendidikan Pancasila berbasis karakter yang dilakukan oleh validator ahli materi menunjukkan persentase 94,230% (sangat layak), dari ahli media memperoleh persentase 87,5% (sangat layak), dari ahli bahasa memperoleh persentase 75% (Layak) . Berdasarkan hasil dari data yang didapatkan tersebut diharpkan kepala sekolah dapat mengatasi permasalahan pembelajaran terutama pada pembelajaran pendidikan pancasila. Kata Kunci: E-Modul, Karakter
ANALISIS PEMBELAJARAN PBL PADA KEMAMPUAN BERPIKIR KRITIS DALAM PEMECAHAN MASALAH SISWA KELAS IV DI SDN SUKUN 2 MALANG Rabita, Olivia; Siti Halimatus Sakdiyah; Prihatin Sulistyowati
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.v10i03.31397

Abstract

The implementation of Problem-Based Learning (PBL) has been attempted in fourth-grade social studies at SDN Sukun 2 Malang as a response to global demands for critical thinking and problem-solving abilities. This research aims to comprehensively describe the PBL implementation process, analyze the development of students' critical thinking skills, and identify the supporting and hindering factors in the implementation of PBL and the development of fourth-grade students' critical thinking skills at SDN Sukun 2 Malang in solving social studies problems. This research used a qualitative approach with an analytical descriptive design, with 27 fourth-grade B students as subjects. The research instruments included observation sheets, interview guides, and documentation. Data were analyzed using the Miles and Huberman model, and data validity was checked through triangulation techniques. Research findings indicate that PBL implementation proceeded through stages of providing contextual problems, group collaboration, discussion and problem-solving, product creation (slogan), and process performance assessment, with the teacher acting as a facilitator and motivator. The application of PBL in the classroom was supported by the active role of the teacher, the availability of learning facilities, and student enthusiasm in group work. PBL in the classroom successfully encouraged students to be more active, critical thinkers, and collaborative, although it still faced challenges requiring further adaptation and habituation.
Design and validation of thematic e-modules: optimization of problem solving-based learning Delawanti Chrisyarani, Denna; Sulistyowati, Prihatin
JURNAL PENDIDIKAN DASAR NUSANTARA Vol 7 No 2 (2022): Jurnal pendidkan dasar nusantara
Publisher : Universitas Nusantara PGRI Kediri

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.29407/jpdn.v7i2.16811

Abstract

Preparing for learning well is the teacher's obligation, especially in this COVID-19 pandemic. One thing that needs to be considered is compiling appropriate teaching materials. The purpose of this research is to design and validate the thematic e-module design and material based on problem-solving for 3rd-grade elementary school students. This research design used the Borg & Gall development model. The stages are: (1) initial study and collecting data, (2) creating an activity framework, (3) developing product drafts, (4) validation tests, (5) revising validation results. The research instrument is a content and design validation questionnaire. The results of this research are problem-solving-based thematic e-modules. The module presentation was systematic consists of Mapping Basic Competencies, Mapping Indicators, Learning Objectives, Let's Read, Let's Tell a Story, Let's Observe, Let's Discuss, Let's Write, Let's Practice, Conclusion. The results of material validation are 93% in the very valid category and 91% of media validation results are very valid categories so that they can be used in learning
PENGEMBANGAN ENSIKLOPEDIA ELEKTRONIK MATERI MAKANANKHAS DAERAH BERBASIS KEARIFAN LOKAL SISWA KELAS 4 SDN GADANG 03 MALANG Maimana, Maimana; Triwahyudianto; Prihatin Sulistyowati
Pendas : Jurnal Ilmiah Pendidikan Dasar Vol. 11 No. 1 (2026): Volume 11 No.1, Maret 2026.
Publisher : Program Studi Pendidikan Guru Sekolah Dasar FKIP Universitas Pasundan

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.23969/jp.v11i1.41241

Abstract

In the learning process in the fourth grade of SDN Kota Malang, there is a phenomenon in the implementation of learning media. The school has provided adequate digital infrastructure, such as LCD projectors and internet access, but this potential has not been optimized optimally. This study aims to develop learning media in the form of an electronic encyclopedia based on local wisdom that contains information about typical foods from various regions in Indonesia. This development research uses the Research and Development (R&D) method with the ADDIE model (Analysis, Design, Development, Implementation, Evaluation). The research subjects were fourth grade students of SDN Kota Malang. The instruments used included a validation questionnaire by material, media, and language experts; teacher and student response questionnaires; and pretest and posttest question sheets to measure the effectiveness of the media. The validation results showed a very high level of feasibility, namely 95% by material experts, 96.6% by media experts, and 94.2% by language experts. The practicality value of the media was 84% from teachers and 92.9% from students. The effectiveness test results showed an increase in scores from an average pretest score of 37.5 to 77 in the posttest, with an N-Gain value of 0.640 in the moderate category. Based on the research results, it can be concluded that the local wisdom-based electronic encyclopedia is effective in improving students' understanding of cultural materials, is appropriate, practical, and effective for use in social studies learning in elementary schools.
Penerapan Media Pembelajaran Game Puzzle Dalam Meningkatkan Motivasi Belajar Pada Mata Pelajaran Pendidikan Pancasila Kelas II SD Negeri Kebonsari II Kota Malang Camelya Anggraini; Prihatin Sulistyowati; Camelya Anggraini; Prihatin Sulistyowati; Viky Ika Cahyandari
Jurnal Pembelajaran, Bimbingan, dan Pengelolaan Pendidikan Vol. 3 No. 10 (2023)
Publisher : Universitas Negeri Malang

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.17977/um065v3i102023p960-966

Abstract

Abstract: The aim of this research is to increase students' learning motivation towards learning outcomes by using puzzle game media. The subjects of this research activity were 28 Class II students at SD Negeri Kevonsari 2 Malang City as research subjects, the researchers made observations during the research and the head of the class teacher as a source of information on research activities. Data collection methods were carried out using test, observation and documentation techniques. This classroom action research was carried out in two stages, each of which included planning, action, observation and reflection. The results of the research conducted show that the use of puzzle game media can increase student learning motivation in Pancasila class II education subjects at Kebonsari 2 Public Elementary School, Malang City. This is evidenced by the increase in the average score of students' learning outcomes in the Pancasila Education subject, namely in the pre-cycle of 60%, the first cycle of 81.01% and the second cycle of 94.28%. This can also be seen from the students' activeness in interactive classroom learning. Abstrak: Tujuan penelitian yang dilaksanakan ialah guna peningkatan motivasi belajar siswa terhadap hasil belajar dengan menggunakan media game puzzle. Subyek kegiatan penelitian yang dilaksanakan ialah 28 siswa Kelas II SD Negeri Kevonsari 2 Kota Malang sebagai subyek penelitian, peneliti melakukan pengamatan atau observasi selama penelitian berlangsung dan kepala guru kelas sebagai sumber informasi kegiatan penelitian. Metode pengumpulan data dilakukan dengan teknik tes, observasi serta dokumentasi. Penelitian tindakan kelas ini digolongkan pada dua tahap dimana masing-masing didalamnya perencanaan, tindakan, observasi serta refleksi. Temuan penelitian yang dilakukan menunjukkan bahwasannya penggunaan media game puzzle bisa memicu peningkatan motivasi belajar siswa dalam mata pelajaran pendidikan Pancasila kelas II SD Negeri Kebonsari 2 Kota Malang. Hal ini dibuktikan dari nilai rata-rata hasil belajar mata pelajaran Pendiidkan Pancasila siswa yang meningkat yakni pada pra siklus 60%, siklus I 81,01% serta pada siklus II 94,28%. Hal tersebut juga bisa dicermati pada keaktifan siswa melakukan pembelajaran dikelas dengan interaktif.
Penerapan Media Pembelajaran Game Puzzle Dalam Meningkatkan Motivasi Belajar Pada Mata Pelajaran Pendidikan Pancasila Kelas II SD Negeri Kebonsari II Kota Malang Camelya Anggraini; Prihatin Sulistyowati; Camelya Anggraini; Prihatin Sulistyowati; Viky Ika Cahyandari
Jurnal Pembelajaran, Bimbingan, dan Pengelolaan Pendidikan Vol. 3 No. 10 (2023)
Publisher : Universitas Negeri Malang

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.17977/um065v3i102023p960-966

Abstract

Abstract: The aim of this research is to increase students' learning motivation towards learning outcomes by using puzzle game media. The subjects of this research activity were 28 Class II students at SD Negeri Kevonsari 2 Malang City as research subjects, the researchers made observations during the research and the head of the class teacher as a source of information on research activities. Data collection methods were carried out using test, observation and documentation techniques. This classroom action research was carried out in two stages, each of which included planning, action, observation and reflection. The results of the research conducted show that the use of puzzle game media can increase student learning motivation in Pancasila class II education subjects at Kebonsari 2 Public Elementary School, Malang City. This is evidenced by the increase in the average score of students' learning outcomes in the Pancasila Education subject, namely in the pre-cycle of 60%, the first cycle of 81.01% and the second cycle of 94.28%. This can also be seen from the students' activeness in interactive classroom learning. Abstrak: Tujuan penelitian yang dilaksanakan ialah guna peningkatan motivasi belajar siswa terhadap hasil belajar dengan menggunakan media game puzzle. Subyek kegiatan penelitian yang dilaksanakan ialah 28 siswa Kelas II SD Negeri Kevonsari 2 Kota Malang sebagai subyek penelitian, peneliti melakukan pengamatan atau observasi selama penelitian berlangsung dan kepala guru kelas sebagai sumber informasi kegiatan penelitian. Metode pengumpulan data dilakukan dengan teknik tes, observasi serta dokumentasi. Penelitian tindakan kelas ini digolongkan pada dua tahap dimana masing-masing didalamnya perencanaan, tindakan, observasi serta refleksi. Temuan penelitian yang dilakukan menunjukkan bahwasannya penggunaan media game puzzle bisa memicu peningkatan motivasi belajar siswa dalam mata pelajaran pendidikan Pancasila kelas II SD Negeri Kebonsari 2 Kota Malang. Hal ini dibuktikan dari nilai rata-rata hasil belajar mata pelajaran Pendiidkan Pancasila siswa yang meningkat yakni pada pra siklus 60%, siklus I 81,01% serta pada siklus II 94,28%. Hal tersebut juga bisa dicermati pada keaktifan siswa melakukan pembelajaran dikelas dengan interaktif.
Interactive Student Worksheet Based on a Scientific Approach to Understanding Economic Concepts and Critical Thinking Prihatin Sulistyowati; Maria Ratnawati Surti Ola
EDUKASIA Jurnal Pendidikan dan Pembelajaran Vol. 7 No. 1 (2026): Edukasia: Jurnal Pendidikan dan Pembelajaran
Publisher : LP. Ma'arif Janggan Magetan

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.62775/edukasia.v7i1.1934

Abstract

This study aims to develop interactive student worksheets based on a scientific approach for primary school students on the topic of ‘Economic Activities.’ Using the ADDIE model, the worksheets were validated by subject matter, language, and media experts. Data was collected through expert validation and practicality questionnaires from students and teachers. The pilot study involved 22 students and 1 instructor, and data analysis was conducted quantitatively. The results showed that the worksheets were highly feasible and practical, with expert validation scores of 96.5% for content, 94.75% for media, and 81% for language, and practicality scores of 86.28% from students and 80.61% from teachers. The pretest and posttest results indicated an improvement in students' scores from 61.8 to 82.7, with an N-Gain score of 0.6% (57.1%). This study highlights the effectiveness of interactive worksheets in improving students' understanding of economic concepts and critical thinking skills.
Edukasi Lingkungan melalui Seni Lukis Tote Bag pada Siswa Sekolah Dasar sebagai Upaya Pengurangan Plastik Sekali Pakai dan Penguatan Profil Pelajar Pancasila Andika Gutama; Ferdiana Wella Anggraeni; Prihatin Sulistyowati; Dyah Triwahyuningtyas
Jurnal Pengabdian Kepada Masyarakat Vol. 6 No. 1 (2026): Volume 6 Nomor 1 Tahun 2026
Publisher : Actual Insight

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.56393/jpkm.v6i1.3688

Abstract

Program pengabdian kepada masyarakat ini bertujuan menanamkan kesadaran dan kepedulian terhadap lingkungan sejak usia dini melalui kegiatan edukatif dan kreatif sebagai upaya mengurangi penggunaan plastik sekali pakai. Kegiatan dilaksanakan di Sekolah Dasar Negeri Tanjungrejo 2 Kota Malang dengan memanfaatkan seni lukis tote bag sebagai media kampanye ramah lingkungan yang kontekstual dan dekat dengan kehidupan sehari-hari peserta didik. Sasaran kegiatan adalah 14 siswa kelas IV dan V yang dipilih berdasarkan minat, kesiapan, serta potensi mereka sebagai agen perubahan dan edukator sebaya dalam lingkungan sekolah. Metode pelaksanaan meliputi penyampaian materi mengenai dampak negatif sampah plastik terhadap lingkungan, demonstrasi teknik melukis tote bag, praktik pembuatan desain kreatif yang memuat pesan kepedulian lingkungan, serta evaluasi kegiatan melalui observasi dan wawancara. Hasil kegiatan menunjukkan adanya peningkatan pemahaman siswa terhadap isu pencemaran plastik, berkembangnya kemampuan mengekspresikan nilai-nilai kepedulian lingkungan melalui karya seni, serta perubahan perilaku positif berupa pembiasaan penggunaan tote bag sebagai alternatif pengganti kantong plastik sekali pakai dalam aktivitas sehari-hari. Selain itu, kegiatan ini terintegrasi dengan penguatan nilai-nilai Profil Pelajar Pancasila, khususnya pada dimensi kreatif dan mandiri, sehingga memberikan kontribusi positif terhadap pembentukan karakter peduli lingkungan dan tanggung jawab sosial pada siswa sekolah dasar. 
Implementasi Smart Presence Berbasis QR Code sebagai Solusi Transformasi Administrasi Kehadiran Siswa di Sekolah Dasar Andika Gutama; Ferdiana Wella Anggraeni; Prihatin Sulistyowati; Nury Yuniasih; Dyah Triwahyuningtyas; ⁠Dwi Cahyo Pangestu
Jurnal Pengabdian Kepada Masyarakat Vol. 6 No. 2 (2026): Volume 6 Nomor 2 Tahun 2026
Publisher : Actual Insight

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.56393/jpkm.v6i2.4149

Abstract

Pencatatan kehadiran siswa secara manual di Sekolah Dasar Negeri Pisangcandi 1 Kota Malang berpotensi menimbulkan ketidakefisienan dan keterlambatan rekapitulasi yang menghambat administrasi sekolah. Kegiatan pengabdian ini bertujuan meningkatkan efisiensi dan akurasi sistem kehadiran siswa melalui sosialisasi dan pelatihan absensi digital berbasis QR Code menggunakan aplikasi Smart Presence. Kegiatan dilaksanakan pada Juli 2024 selama dua hari dengan melibatkan tiga tenaga pendidik (dua guru dan satu kepala sekolah) serta 28 siswa kelas IV. Metode pelaksanaan mencakup sosialisasi, pelatihan teknis, implementasi terbatas, dan refleksi. Evaluasi dilakukan menggunakan lembar observasi terstruktur untuk mengukur waktu pencatatan kehadiran sebelum dan sesudah implementasi, serta diskusi reflektif untuk menggali respons pengguna. Hasil implementasi menunjukkan bahwa proses pemindaian QR Code berlangsung efisien dengan waktu deteksi 4–5 detik per siswa, sehingga keseluruhan 28 siswa dapat terabsensi dalam waktu kurang dari 3 menit pada rentang waktu 06.30–07.00. Perbandingan waktu pencatatan sebelum dan sesudah implementasi menunjukkan peningkatan efisiensi administrasi sebesar 80% dibandingkan metode manual. Meskipun terdapat kendala teknis awal berupa keterbatasan konektivitas, pendampingan lanjutan efektif membantu guru dan siswa beradaptasi.