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PENINGKATAN KEMAMPUAN NUMERASI MELALUI IMPLEMENSTASI GAME BASED LEARNING SISWA KELAS V-F SDN BULAK RUKEM 1 SURABAYA Ariana Dwi Cahyanti; Sandha Soemantri; Miliasih Sovi Astuti; Anik Ropfiati
PROCEEDING UMSURABAYA Poceding Fakultas Keguruan dan ilmu Pendidikan 2026 " Intregrasi Deep Learning dan Tekbnologi AI dal
Publisher : Universitas Muhammadiyah Surabaya

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.30651/pc.v1i1.28057

Abstract

Penelitian tindakan kelas ini bertujuan untuk menggambarkan penerapan metode Game Based Learning (GBL) dengan memanfaatkan media Wordwall dan media Quizizz, serta mengevaluasi seberapa efektif metode ini dalam meningkatkan kemampuan numerasi siswa kelas V-F di SDN Bulak Rukem 1 Surabaya. Penelitian ini dilakukan dalam dua siklus menggunakan model Kemmis dan Mc. Taggart yang mencakup tahapan perencanaan, pelaksanaan tindakan, observasi, dan refleksi. Sebanyak 30 siswa terlibat sebagai subjek penelitian. Data dikumpulkan melalui observasi, tes tertulis, dan dokumentasi. Hasil menunjukkan adanya peningkatan signifikan dalam kemampuan numerasi siswa. Sebelum tindakan, ketuntasan klasikal hanya mencapai 47% pada siklus I, ketuntasan meningkat menjadi 73% dengan rata-rata nilai 64,16 dan pada siklus II mencapai 90% dengan rata-rata nilai 80,00. Peningkatan ini dipengaruhi oleh perubahan strategi pembelajaran, seperti penerapan kerja kelompok, penyampaian materi yang lebih jelas, serta terciptanya suasana belajar yang menyenangkan. Berdasarkan temuan ini, dapat disimpulkan bahwa pembelajaran berbasis permainan efektif dalam membantu meningkatkan kemampuan numerasi siswa di sekolah dasar.
PENERAPAN PROBLEM BASED LEARNING (PBL) DALAM MENINGKATKAN HASIL BELAJAR IPAS KELAS VI SDN BULAK RUKEM 1 NO. 258 SURABAYA Amirotul Ikrimah; Sandha Soemantri; Miliasih Sovi Astuti; Sri Utami
PROCEEDING UMSURABAYA Poceding Fakultas Keguruan dan ilmu Pendidikan 2026 " Intregrasi Deep Learning dan Tekbnologi AI dal
Publisher : Universitas Muhammadiyah Surabaya

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.30651/pc.v1i1.28080

Abstract

Penelitian ini bertujuan untuk meningkatkan hasil belajar peserta didik dalam mata pelajaran Ilmu Pengetahuan Alam dan Sosial (IPAS) pada kelas VI-D SDN Bulak Rukem 1 No. 258 Surabaya melalui penerapan model pembelajaran Problem Based Learning (PBL). Metode penelitian yang digunakan adalah Penelitian Tindakan Kelas (PTK) dengan dua siklus, masing-masing terdiri dari tahap perencanaan, pelaksanaan, observasi, dan refleksi. Subjek penelitian adalah 32 siswa kelas VI-D yang mengikuti pembelajaran IPAS pada semester genap tahun pelajaran 2024/2025. Hasil penelitian menunjukkan adanya peningkatan hasil belajar siswa, dengan persentase ketuntasan belajar meningkat dari 59,37% pada siklus I menjadi 81,25% pada siklus II. Penerapan model PBL juga berhasil meningkatkan keterlibatan siswa dalam diskusi, motivasi, dan kemampuan berpikir kritis mereka. Berdasarkan hasil tersebut, dapat disimpulkan bahwa PBL efektif dalam meningkatkan hasil belajar dan motivasi siswa dalam mata pelajaran IPAS di Sekolah Dasar.
PENERAPAN MODEL PEMBELAJARAN TGT (TEAMS GAMES TOURNAMENT) UNTUK MENINGKATKAN HASIL BELAJAR SISWA PADA PEMBELAJARAN MATEMATIKA Chindy Ochtaviana Putri; Sandha Soemantri; Miliasih Sovi; Nanda Dwi Novita
PROCEEDING UMSURABAYA Poceding Fakultas Keguruan dan ilmu Pendidikan 2026 " Intregrasi Deep Learning dan Tekbnologi AI dal
Publisher : Universitas Muhammadiyah Surabaya

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.30651/pc.v1i1.28111

Abstract

Penelitian Tindakan Kelas (PTK) di kelas V-D SDN Bulak Rukem 1 membuktikan bahwa penerapan model Teams Games Tournament (TGT) secara signifikan meningkatkan hasil belajar matematika. Tingkat ketuntasan siswa meningkat dari 18% pada prasiklus menjadi 50% di siklus I, dan mencapai 95% di siklus II Selain meningkatkan pemahaman terhadap materi matematika, khususnya Bangun Datar, model TGT juga menciptakan suasana belajar yang interaktif dan menyenangkan serta mendorong keterampilan sosial seperti komunikasi, kerja sama, dan berpikir kritis. Guru disarankan untuk lebih kreatif dalam menerapkan metode pembelajaran seperti TGT dengan perencanaan yang matang. Sekolah juga diharapkan mendukung penggunaan media digital, dan penelitian lanjutan perlu dilakukan untuk mengkaji efektivitas metode ini di mata pelajaran dan jenjang lain dalam pendidikan dasar.
NERAPAN MODEL PEMBELAJARAN PROBLEM BASED LEARNING UNTUK MENINGKATKAN KETERAMPILAN KOLABORASI SISWA KELAS VI – B PADA MATERI BAHASA INDONESIA Okky Putra Begawan Tubagus; Sandha Soemantri; Miliasih Sovi Astuti
PROCEEDING UMSURABAYA Poceding Fakultas Keguruan dan ilmu Pendidikan 2026 " Intregrasi Deep Learning dan Tekbnologi AI dal
Publisher : Universitas Muhammadiyah Surabaya

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.30651/pc.v1i1.28151

Abstract

Penelitian Tindakan Kelas (PTK) ini bertujuan untuk meningkatkan keterampilan kolaborasi siswa kelas VI – B pada mata pelajaran Bahasa Indonesia melalui penerapan model pembelajaran Problem Based Learning. Penelitian dilaksanakan dalam dua siklus, dengan setiap siklus meliputi perencanaan, tindakan, observasi, dan refleksi. Data keterampilan kolaborasi siswa dikumpulkan melalui lembar observasi yang dilakukan pada setiap pertemuan. Hasil penelitian menunjukkan adanya peningkatan yang signifikan dalam keterampilan kolaborasi siswa setelah penerapan model PBL. Pada pra-siklus, rata-rata skor keterampilan kolaborasi siswa adalah 51,4 dengan kategori kurang baik. Setelah penerapan PBL pada siklus 1, rata-rata skor meningkat menjadi 63,18 dengan kategori cukup baik. Peningkatan yang lebih signifikan terjadi pada siklus 2 setelah dilakukan revisi berdasarkan refleksi siklus 1, dengan rata-rata skor mencapai 81,5 dengan kategori sangat baik. Peningkatan keterampilan kolaborasi juga terlihat pada setiap pertemuan dalam kedua siklus. Penerapan PBL memberikan kesempatan kepada siswa untuk bekerja sama dalam memecahkan masalah kontekstual, yang mendorong mereka untuk berpartisipasi aktif, berkomunikasi efektif, membagi tugas, dan menyelesaikan masalah secara bersama-sama. Hasil penelitian ini mengimplikasikan bahwa model ini dapat menjadi alternatif pembelajaran yang efektif untuk meningkatkan keterampilan kolaborasi siswa dalam pembelajaran Bahasa Indonesia.
Implementing an AIK-Integrated Snakes-and-Ladders Game to Support Foundational Literacy and Numeracy Among Children in Orphanage Royani Puspandoyo; Sandha Soemantri; Mukayat Al Amin; Imtihanatul Ma'isyatuts Tsalitsah; Ngatma'in Ngatma'in; Bagus Khansakumara; Devi Aprilia; Eka Indah Wuriani; Farahdibah Ade Makantika; Faridah Sal Sabillah; Ganesha Gistha Annafi; Nur Fauziatul Azkiyak
Khidmatuna : Jurnal Pengabdian Masyarakat Vol. 6 No. 2 (2026): May
Publisher : Lembaga Penelitian dan Pengabdian kepada Masyarakat Universitas Islam Syarifuddin Lumajang

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.54471/khidmatuna.v6i2.3970

Abstract

Children in orphanage often learn in mixed-age groups with markedly different levels of foundational literacy and numeracy, while access to interactive, low-technology learning media may be limited. This community-based study examined the implementation of Mentari Snakes and Ladders, a floor-sized educational game integrating differentiated reading, writing, and arithmetic tasks with Al-Islam and Kemuhammadiyahan (AIK) values. Twelve elementary-school-aged children at a Muhammadiyah orphanage institution in Surabaya participated in five 90-minute sessions in May 2026. Data were drawn from needs-assessment observations and interviews, initial diagnostic tasks, written products, challenge-card records, structured behavioral observations, reflection journals, and a final individual assessment. Quantitative evidence was summarized descriptively, while qualitative records were organized thematically around feasibility, participation, differentiated support, academic practice, and values-related behavior. The program was feasible in the available space and enabled children from Grades 1-6 to participate in a common activity through tiered challenge cards and graduated prompts. The number meeting the specified reading criterion increased from 2 to 7 of 12, simple-sentence writing from 1 to 6, and two-digit arithmetic from 3 to 8. Consistent observations of shiddiq, amanah, ta’awun, and takaful also increased. The findings indicate that the game offers a context-responsive mechanism for combining foundational learning, movement, peer assistance, and values-based reflection. Because the initial and final assessments were not identical and the study had no comparison group, the results constitute preliminary descriptive evidence rather than causal proof of effectiveness.
Fuzzy Logic in Education: Profile of Students’ Readiness to Prepare for Test-Based National Selection in Study Centers Dwi Aldi Hidayatulloh; Sikky El Walida; Sandha Soemantri; Abdur Rohim
Journal of Research in Mathematics Trends and Technology Vol. 7 No. 2 (2025): Journal of Research in Mathematics Trends and Technology (JoRMTT)
Publisher : Talenta Publisher

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.32734/jormtt.v7i2.22107

Abstract

Test-Based National Selection demands students' readiness not only in material mastery, but also in critical thinking skills and high-level problem solving. Tutoring institutions have become a popular choice to improve students' readiness to face the selection, but evaluating students' readiness objectively and adaptively is still a challenge. This research develops a decision support system model based on Mamdani type fuzzy inference system to evaluate students' readiness for Test-Based National Selection. Two main indicators are used as linguistic input variables, namely study frequency and try out results. The modeling process is carried out qualitatively with the stages of fuzzification, IF-THEN rule base formulation, Mamdani inference, and defuzzification using the centroid method. Data is processed with the help of Microsoft Excel as a fuzzy logic processing tool. The results of the implementation on 30 students showed that the system was able to classify the level of readiness into three categories: not ready, moderately ready, and ready, with high precision and flexibility to data uncertainty. The findings suggest that fuzzy models can be used as adaptive and contextualized evaluation tools in tutoring environments, and support data-driven instructional decision-making.
Creative Problem-Solving Tasks and Mathematical Creativity: A Second-Order Construct Approach Purwati Purwati; Tri Candra Wulandari; Sandha Soemantri
Journal of Honai Math Vol. 8 No. 2 (2025): Journal of Honai Math
Publisher : Universitas Papua

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.30862/jhm.v8i2.944

Abstract

This study aimed to address a research gap by examining the effect of Creative Problem-Solving Tasks (CPST) on students’ creative self-efficacy and creative thinking ability in solving integer operation problems. A quasi-experimental design with a pretest-posttest non-equivalent control group was employed, involving 60 seventh-grade students from two public junior high schools. Participants were divided into an experimental group (CPST-based instruction) and a control group (conventional instruction). Instruments included a creative self-efficacy questionnaire and an open-ended mathematical creative thinking test contextualized in integer operations. Data were analyzed using independent sample t-tests and confirmatory factor analysis. The t-test results showed significant differences between the experimental and control groups in both self-efficacy scores (t(58) = 11.56, p < 0.001) and creative thinking ability (t(58) = 5.22, p < 0.001). The experimental group demonstrated consistent improvement in the dimensions of fluency, flexibility, and originality. Confirmatory factor analysis supported the structure of mathematical creativity as a second-order construct. These findings indicate that implementing CPST in mathematics instruction significantly enhances students’ confidence and fosters the development of creative thinking simultaneously. The implication of this study highlights the importance of instructional approaches that integrate both affective and cognitive dimensions to support mathematical creativity, particularly in complex topics such as integer operations.
Effectiveness of Digital-Based Smart Math Diagram on Students' Interest and Learning Outcomes in Data and Diagram Material Nur Mahmudah Munawwaroh; Wahyuni Suryaningtyas; Febriana Kristanti; Sandha Soemantri
Jurnal Inspirasi Pendidikan Vol 15 No 1 (2025): Januari 2025
Publisher : Fakultas Ilmu Pendidikan Universitas PGRI Kanjuruhan Malang

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.21067/jip.v15i1.12146

Abstract

This study aims to describe the effectiveness of digital-based DIAGRAM SMART MATH on students' interest and learning outcomes in the material of data and diagrams. The type of research used is pre-experimental with a quantitative approach. The research design employs a one-group pretest-posttest. The population in this study consists of all seventh-grade students at SMP Mujahidin Surabaya. The sample was selected using purposive sampling, with a total sample of 25 students, comprising 9 males and 16 females. Data collection techniques in this study used pretests, posttests, and questionnaires. The data analysis techniques used were the One Sample T Test and N-gain. The results of the study indicate that the influence of digital-based DIAGRAM SMART MATH on the material of data and diagrams has a significant effect on students' interest and learning outcomes. This is evident from the analysis of the questionnaire used to measure students' interest, which yielded an average of 86%, falling into the very high criteria. Furthermore, the N-gain analysis results obtained a value of 0.7409, which is categorized as high. Additionally, based on the One Sample T Test analysis, the significance value obtained was 0.000 < P-value 0.05; thus, is accepted. Therefore, it can be concluded that there is an influence of digital-based DIAGRAM SMART MATH on students' interest and learning outcomes in the material of data and diagrams.
Penggunaan Media Stem-Linktree Dengan Soal Cerita Terhadap Hasil Belajar Siswa Wahyuni Suryaningtyas; Nabila Sailal Farah; Febriana Kristanti; Sandha Soemantri
MUST: Journal of Mathematics Education, Science and Technology Vol 9 No 2 (2024): DECEMBER
Publisher : Universitas Muhammadiyah Surabaya

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.30651/must.v9i2.24747

Abstract

This study aims to describe the effect of using STEM-Linktree media with story problems on the learning outcomes of seventh-grade students of SMP Maryam Surabaya. The type of research used is pre-experimental with a quantitative approach. The research design uses One Group pretest-posttest. The population in the study were all seventh-grade students of SMP Maryam Surabaya. The sample was selected using random sampling because of the homogeneous academic background. Data collection techniques in the study used pretest, posttest, and questionnaires. Data analysis techniques used were N-gain, One Sample T Test, and Paired Sample T Test. The study results showed that the One Sample T Test obtained t_table=1,729 < t_count=14,295; then H1 is accepted H0 is rejected. Similar results were obtained from the Paired Sample T Test obtained t_table=1,729 < t_count=14,163; then H0 is rejected. The analysis results indicated that the use of STEM-Linktree media with story problems had a significant effect on student learning outcomes. Students' responses to learning using STEM-Linktree media with story problems were highly positive, falling within the "very good" category, with an average score of 83,5%.
Co-Authors A.A. Ketut Agung Cahyawan W Abdul Rochim Abdur Rohim Achmad Hidayatullah Agil wulan Eksanti Agus Sholikin Agus Solikin Al Falah, Shofia Alfina Damayanti Ali Makhsun Alifia, Zalfa Amirotul Ikrimah Anik Ropfiati Ariana Dwi Cahyanti Bagus Khansakumara Chindy Ochtaviana Putri Chusnal Ainy Chusnal Ainy, Chusnal Davi Maya Maghrobi Arum Devi Aprilia Dharul Jannah Dian Nurjannah Dimas Sholahudin Dwi Aldi Hidayatulloh Eka Indah Wuriani Emfadhil Tribruari Hadist Endang Suprapti Endang Suprapti Eriawan Ady Wicandra Ermawati Samsiah Etik Djumiati Farahdibah Ade Makantika Faridah Sal Sabillah Febriana Kristanti Fiba Eka Maharani Fita Arinda Fraganzha, Liony Ganesha Gistha Annafi Ida Agustini Iffah Agustin Kusumaningtyas Iis Holisin Imtihanatul Ma’isyatuts Tsalitsah Ishardina Kholifatul Hidayat Isnaini Choirun Nadhiro Jayawarsa, A.A. Ketut Junaidi Fery Efendi Liona Amalia Dewi Widyandana Liony Fraganzha Maila Rosidatus Sayyidah Maisyaro, Maisyaro Makhsun, Ali Malik, Adika Mandala Miftahul Ilmi Miliasih Sovi Miliasih Sovi Miliasih Sovi Astuti Miliasih Sovi Astuti Miliasih Sovi Astuti Miliasih Sovi Astuti Mochammad Musa Mukayat Al Amin Munawwaroh, Nur Mahmudah Muwasa’ah Nabila Sailal Farah Nabila Sailal Farah Nadiyah Ulfa Nanda Dwi Novita Ngatimah Ngatma'in Ngatma'in Nur Fauziatul Azkiyak Nur Mahmudah Munawwaroh Okky Putra Begawan Tubagus Pramesti, Citra Aliffadya Puji Andayani Purwati Purwati Rafiqurrahman, Muhammad Rois Rini Widajati Rio Febrianto Arifendi, Rio Febrianto Rizka Firdhayanti Rofi’I, Rofi’I Rofi’i Rofi’i Royani Puspandoyo Rr Ratna Andayani Rusdiana Rina Ruspeni Daesusi Sayyidati Marlinda Yunita Sayyidati Marlinda Yunita Sekarningrum, Ardiyani Seroja Miftahul Jannah Shoffa, Shoffan Shoffan Shoffa Sikky El Walida Siti Zulaikhah Sri Utami Susanti, Fery Alhadi Suwarno Zul Hanifah Syifaul Khudriyah Tri Candra Wulandari Vina Erni Pratiwi Wahyu Eka Safitri Wahyuni Suryaningtyas, Wahyuni widya bisono Wudjud Soepeno Diharjo Wujud SD, Wujud Zaidatul Hidayah