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Pengembangan Media PUZZLE SOGAM (Soal dan Gambar) Pada Materi Penjumlahan dan Pengurangan Pecahan Siswa Kelas IV Sekolah Dasar Ardini, Nelsy; Suastika , I Ketut; Sesanti , Nyamik Rahayu
Cendikia: Jurnal Pendidikan dan Pengajaran Vol. 2 No. 12 (2024): Cendikia: Jurnal Pendidikan dan Pengajaran
Publisher : Cendikia: Jurnal Pendidikan dan Pengajaran

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Abstract

Peneliti mengembangkan media puzzle SOGAM, yang berisi latihan soal siswa diberikan potongan puzzle untuk disusun menjadi gambar atau bentuk agar menambah motivasi belajar siswa serta menjadikan media pembalajaran yang menarik. Tujuan penelitian ini untuk menghasilkan Media Puzzle Pecahan yang layak, praktis, dan efektif. Jenis penelitian yang digunakan pada penelitian ini adalah penelitian dan pengembangan (Research and Development) dengan model pengembangan model ADDIE yaitu analysis (analisis), design (desain), development (pengembangan), implementation (implementasi), dan evaluation (evaluasi). Instrument penelitian meliputi angket validasi, ahli media, ahli materi, guru dan angket respon siswa. Analisis data yang digunakan pada penelitian pengembangan ini meliputi teknik analisis data kualitatif dan kuantitatif. Subjek penelitian ini yaitu guru dan siswa kelas IV Sekolah Dasar. Produk Puzzle SOGAM melalui uji kelayakan Media 92,5% dan Materi 84,37%. Uji kepraktisan guru 97,5%, uji kepraktisan siswa 15 siswa 91,25%. Hasil Uji keefektifan mendapatkan 86,93% kategori “Sangat efektif”. Dengan demikian media pembelajaran puzzle SOGAM pecahan ini layak digunakan di Sekolah Dasar dan praktis untuk digunakan dalam media pembelajaran.
Open Problem Based Geometry Learning E-Module to Strengthen Creative Thinking Skills I Ketut Suastika; Sri Hariyani; Nurita Primastya
Jurnal Ilmiah Pendidikan Profesi Guru Vol. 7 No. 3 (2024): November
Publisher : Universitas Pendidikan Ganesha

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.23887/jippg.v7i3.85173

Abstract

Creative thinking is one of the skills that must be developed in the Industrial Revolution 4.0. Students' creative thinking skills still need to be developed. This study aims to create an e-module for learning geometry based on open problems to strengthen the creative thinking skills of PGSD students. This type of research is development research with a design using the Ploom stages. The subjects of the study were PGSD students. The subjects of the small group trial were 18 PGSD students. The data collection method was a questionnaire to obtain quantitative and qualitative data, a trial to test the practicality of the developed e-module, and a Focus Group Discussion (FGD) to collect views and input from material and media experts. The research instruments were a questionnaire and an open-problem competency test. The study results showed that the e-module was validated by media experts, with a percentage of 87%. Material experts validated the e-module, and it showed a rate of 93%. The results of the e-module trial analysis showed that 55% of students met the originality aspect, 28% met the fluency requirements, 72% were flexible, and 83% were elaborative. Teachers should consider e-modules to help increase student interest and engagement. The study's conclusion shows that the developed e-module for geometry learning based on open problem-solving meets the requirements of validity and practicality. The implications of creating an e-module for geometry learning based on open problems for education in general are pedagogy, accessibility, and professional development.
Pengaruh Media Augmented Reality Kubus Dan Balok Terhadap Kemampuan Berpikir Kritis Siswa Kelas 5 SD Mita Anggraini; I Ketut Suastika; Dyah Triwahyuningtyas
Journal on Education Vol 7 No 1 (2024): Journal on Education: Volume 7 Nomor 1 Tahun 2024
Publisher : Departement of Mathematics Education

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.31004/joe.v7i1.6423

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Penelitian ini dilakukan karena penggunaan media pembelajaran yang hanya menggunakan media kubus satuan saja yang tidak disesuaikan dengan perkembangan teknologi, kebanyakan media yang digunakan bersifat monoton selalu sama dan tidak bervariasi. Penelitian ini bertujuan untuk mengetahui bagaimana pengaruh media AR kubus dan balok terhadap kemampuan berpikir kritis siswa kelas 5 SD. Penelitian ini menggunakan metode penelitian kuantitatif eksperimen. Populasi penelitian dalam penelitian ini adalah siswa kelas V di SD. Pengumpulan data yang berkaitan dengan penelitian ini, teknik pengumpulan data yang digunakan adalah observasi dan tes. Temuan Sig. (2-tailed) test yaitu 0,000 < 0,05 berdasarkan hasil Independent Sample T-test. Mengingat Ho ditolak dan Ha diterima oleh hasil, penggunaan media AR memiliki dampak yang cukup besar terhadap kemampuan berpikir kritis siswa saat belajar matematika untuk materi luas permukaan balok dan kubus kelas V SD. Temuan ini menunjukkan bahwa menggunakan media Augmented Reality, berpengaruh terhadap kemampuan berpikir kritis siswa kelas V SD.
ANALYSIS OF THE CREATIVE THINKING ABILITY OF PGSD STUDENTS IN OPEN-ENDED PROBLEM-BASED GEOMETRY LEARNING I Ketut Suastika; Yovita Puspasari; Sri Hariyani; Nurita Prima
JME (Journal of Mathematics Education) Vol. 9 No. 2 (2024): JME
Publisher : USN Kolaka

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.31327/jme.v9i2.2282

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Thinking creatively is an important skill in education, especially for Primary School Teacher Education Study Program (PGSD) students. This ability is crucial for understanding concepts in depth and solving problems innovatively in learning mathematics, especially geometry. However, many students still show limitations in generating creative ideas, especially in the aspects of originality and elaboration. Therefore, this research aims to analyze the creative thinking abilities of PGSD students in open problem-based geometry learning, which gives students the freedom to explore various solutions to solving geometric problems. This research uses descriptive qualitative methods with data obtained through interviews, observation, and document analysis. Research informants include lecturers, PGSD students, heads of study programs, librarians, and the curriculum development team at STKIP PGRI Trenggalek. The research results show that the open problem-based learning method effectively improves students' fluency and flexibility. However, several obstacles still required more intensive guidance and supporting technology in originality and elaboration. With the right approach, this method can be a solution to optimize students' creative thinking abilities in learning geometry.
Analisis Kemampuan Berpikir Kritis Siswa Pada Penyelesaian Soal Cerita Pecahan Kelas V SDN 1 Wonorejo Talita Safa Sahda; I Ketut Suastika; Sri Rahayu
EBTIDA': Jurnal Pendidikan Dasar Islam Vol 5 No 1 (2025): June 2025
Publisher : Universitas Islam Raden Rahmat Malang

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.33379/ebtida.v5i1.7490

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Abstract Through high critical thinking skills, a person can provide problem solving results in a systematic and logical way. Found in class V students at SDN 1 Wonorejo, namely: students had difficulty finding the right way to solve fraction story problems and lacked systematic understanding in solving them. The aim of the research was to describe the critical thinking abilities of fifth grade students at SDN 1 Wonorejo in solving fraction word problems. The method used is a descriptive qualitative method. The research subjects were class V students with a total of 12 students. The instruments used are: tests, observations and interviews. Miles and Huberman's qualitative research data analysis techniques. Based on data analysis, it can be concluded that the indicators for choosing the right method (strategies and tactics) and drawing conclusions (interfance) are in the low category. There are suggestions to improve students' critical thinking skills, namely that teachers can apply learning methods that direct students to evaluate problems, group relevant information, choose appropriate solution steps, and conclude results appropriately. It is recommended that future researchers explore further the various factors that play a role in shaping students. Keywords: Critical Thinking, Story Problems, Fractions Abstrak Melalui kemampuan berpikir kritis yang tinggi seseorang dapat memberikan hasil pemecahan masalah dengan cara sistematis dan logis. Ditemukan pada siswa kelas V SDN 1 Wonorejo yaitu : siswa kesulitan menemukan cara yang tepat untuk menyelesaikan soal cerita pecahan dan kurang memahami secara sistematis dalam penyelesaian. Tujuan penelitian adalah untuk mendeskripsikan kemampuan bepikir kritis siswa kelas V SDN 1 Wonorejo pada penyelesaian soal cerita pecahan. Metode yang digunakan yaitu metode kualitatif deskriptif. Subjek penelitian siswa kelas V dengan jumlah 12 siswa. Intrumen yang digunakan yaitu : tes, observasi, dan wawancara. Teknik analisis data penelitian kualitatif Miles and Huberman. Berdasarkan analisis data dapat disimpulkan bahwa pada indikator memilih cara yang tepat (strategies and tactics) dan menarik kesimpulan (interfance) dalam kategori rendah. Terdapat saran untuk meningkatkan kemampuan berpikir kritis siswa yaitu guru dapat menerapkan metode pembelajaran yang mengarahkan siswa untuk mengevaluasi masalah, mengelompokkan informasi yang relevan, memilih langkah penyelesaian yang sesuai, dan menyimpulkan hasil secara tepat. Bagi peneliti berikutnya disarankan dapat menelusuri lebih lanjut berbagai faktor yang berperan dalam membentuk kemampuan berpikir kritis siswa Kata kunci: Berpikir Kritis, Soal Cerita, Pecahan
ELECTRONIC LEARNER WORKSHEET BASED ON ARTICULATE STORYLINE 3 PLACE VALUE MATERIAL FOR GRADE II ELEMENTARY SCHOOL LEARNERS Ni’mah, Khilyatu; Triwahyuningtyas , Dyah; Suastika , I Ketut
Cendikia: Jurnal Pendidikan dan Pengajaran Vol. 2 No. 8 (2024): Cendikia: Jurnal Pendidikan dan Pengajaran
Publisher : Cendikia: Jurnal Pendidikan dan Pengajaran

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Student Worksheets in Elementary Schools still rarely apply technology in learning. The Student Worksheets currently circulating in schools are still general in nature and there are no specific instructions for using Student Worksheets for teachers and students. The aim of this research is to develop mathematics teaching materials, especially place value material in Grade II Elementary Schools and measure the feasibility, effectiveness and practicality of the Electronic Student Worksheets developed. This research uses the ADDIE model. The instruments used for data collection are questionnaires and documentation. The questionnaire consists of a material expert, media expert, practitioner (teacher) questionnaire and a student response questionnaire. Data analysis techniques use quantitative and qualitative descriptive. The research results obtained from the feasibility test mean the average percentage of media experts and material experts is 83.35%. The practicality test obtained an average of 88.3% from teacher and student response questionnaires. The effectiveness test obtained an average of 0.79. Based on the data obtained, the Electronic Student Worksheet Based on Articulate Storyline 3 was declared feasible, practical and effective for use at the elementary school level. Researchers hope that this research can add new experiences in learning and can be used as a reference for other similar research.
PENGEMBANGAN ASSESMENT PEMBELAJARAN MENGGUNAKAN WEBSITE WORDWALL PADA MATERI GEOMETRI DI SEKOLAH DASAR Wahidah, Nurtalita; Suastika , I Ketut; Sesanti, Nyamik Rahayu
Cendikia: Jurnal Pendidikan dan Pengajaran Vol. 2 No. 8 (2024): Cendikia: Jurnal Pendidikan dan Pengajaran
Publisher : Cendikia: Jurnal Pendidikan dan Pengajaran

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Abstract

Ketika melaksanakan assessment pembelajaran seorang guru terbiasa menggunakan cara konvensioanal atau yang biasa disebut dengan Paper Based Test (PBT), dimana pada model PBT ini guru hanya memberikan soal yang berupa lembar kertas dan melaksanakan penilaian secara manual. Tujuan dari penelitian ini yaitu menghasilkan produk berbasis teknogi yang dapat membantu proses penilaian pebelajaran yaitu Website Wordwall pada materi geometri di sekolah dasar. Penelitian ini menggunakan jenis penelitian pengembangan dengan model ADDIE. Data yang akan di ambil adalah data kelayakan, kepraktisan, dan keefektifan dari assessment pembelajaran menggunakan website wordwall. Teknik pengambilan data menggunakan teknik analisis data kuantitatif dan kualitatif. Subjek penelitian ini siswa kelas IV di SD Negeri 01 Sawahan dan instrument yang digunkan berupa angket ahli materi, ahli bahasa, dan ahli media. Media assessment pembelajaran menggunakan Website Wordwall ini memenuhi kriteria: a) Uji kelayakan memperoleh kategori “Sangat Layak” dengan perolehan presentase oleh ahli media 93,05%, ahli bahasa 75%, ahli materi 92,5%; b) Uji kepraktisan memperoleh hasil “Sangat Praktis” dengan hasil penilaian angket guru 97,5%, dan hasil penilaian angket siswa 88,63%; c) Uji keefektifan memperoleh hasil 85% dengan kategori “Sangat Efektif”. Peneliti berharap dari hasil penelitian ini dapat bermanfaat dalam memberikan sarana pembelajaran baru bagi guru. Bagi peneliti lain dapat dijadikan sebagai acuan untuk penelitian selanjutnya.Ketika melaksanakan assessment pembelajaran seorang guru terbiasa menggunakan cara konvensioanal atau yang biasa disebut dengan Paper Based Test (PBT), dimana pada model PBT ini guru hanya memberikan soal yang berupa lembar kertas dan melaksanakan penilaian secara manual. Tujuan dari penelitian ini yaitu menghasilkan produk berbasis teknogi yang dapat membantu proses penilaian pebelajaran yaitu Website Wordwall pada materi geometri di sekolah dasar. Penelitian ini menggunakan jenis penelitian pengembangan dengan model ADDIE. Data yang akan di ambil adalah data kelayakan, kepraktisan, dan keefektifan dari assessment pembelajaran menggunakan website wordwall. Teknik pengambilan data menggunakan teknik analisis data kuantitatif dan kualitatif. Subjek penelitian ini siswa kelas IV di SD Negeri 01 Sawahan dan instrument yang digunkan berupa angket ahli materi, ahli bahasa, dan ahli media. Media assessment pembelajaran menggunakan Website Wordwall ini memenuhi kriteria: a) Uji kelayakan memperoleh kategori “Sangat Layak” dengan perolehan presentase oleh ahli media 93,05%, ahli bahasa 75%, ahli materi 92,5%; b) Uji kepraktisan memperoleh hasil “Sangat Praktis” dengan hasil penilaian angket guru 97,5%, dan hasil penilaian angket siswa 88,63%; c) Uji keefektifan memperoleh hasil 85% dengan kategori “Sangat Efektif”. Peneliti berharap dari hasil penelitian ini dapat bermanfaat dalam memberikan sarana pembelajaran baru bagi guru. Bagi peneliti lain dapat dijadikan sebagai acuan untuk penelitian selanjutnya.
E-Modul Pecahan Dengan Pendekatan Kontekstual Berbasis Aplikasi Flipbook Maker Untuk Siswa Kelas 3 Sekolah Dasar Zuhro, Luita Aminatuz; Suastika , I Ketut; Triwahyuningtyas , Dyah
Cendikia: Jurnal Pendidikan dan Pengajaran Vol. 2 No. 10 (2024): Cendikia: Jurnal Pendidikan dan Pengajaran
Publisher : Cendikia: Jurnal Pendidikan dan Pengajaran

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Abstract

Penelitian ini dilatarbelakangi oleh perlunya bahan ajar e-modul berbasis aplikasi yang dipadukan dengan pendekatan kontekstual guna menarik minat belajar siswa terhadap pembelajaran pecahan. Penelitian ini bertujuan mengembangkan e-modul pecahan dengan pendekatan kontekstual berbasis aplikasi flipbook maker untuk siswa kelas 3 sekolah dasar. Penelitian ini merupakan jenis penelitian pengembangan (research and development) dengan menggunakan model ADDIE. Pengembangan dilakukan melalui lima tahapan yaitu analisis, desain, pengembangan, implementasi, dan evaluasi. Teknik analisis data pada penelitian ini yaitu data kualitatif dan data kuantitatif, dengan instrument penelitian lembar validasi ahli (materi, bahasa dan media), angket respon (guru dan siswa), dan tes hasil belajar. Data hasil validasi ahli menunjukan kelayakan produk, data hasil angket respon guru dan siswa terhadap produk menunjukan kepraktisan produk dan untuk menunjukan keefektifan produk melalui pretest dan posttest. E-modul dinyatakan layak berdasarkan hasil dari tiga validator memperoleh rata-rata nilai keseluruhan sebesar 87% dengan kategori “sangat layak”. Uji coba dilakukan pada kelas 3 dengan hasil angket respon siswa dan guru memperoleh rata-rata nilai sebesar 93,95% dengan kategori “sangat praktis”. Hasil pretest dan posttest peserta didik mengalami peningkatan yang signifikan dengan hasil N-gain sebesar 0,93 dengan kategori “terjadi peningkatan tinggi”. Maka dapat disimpulkan bahwa e-modul pecahan layak, praktis dan efektif untuk digunakan siswa kelas 3 di sekolah dasar.
PENGEMBANGAN BAHAN AJAR KOMIK DIGITAL BERBASIS AUGMENTED REALITY BERBANTUAN APLIKASI CANVA PADA MATERI SISTEM PENCERNAAN SISWA KELAS V SD Mustika Tanjung Al Hudaya; I Ketut Suastika; Sri Rahayu
Pendas : Jurnal Ilmiah Pendidikan Dasar Vol. 10 No. 3 (2025): Volume 10 No3 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.v10i3.28289

Abstract

Technological developments have encouraged the integration of Augmented Reality (AR) in education, including at the elementary school level, where various efforts have been made to support students' understanding of the digestive system. This material is important in IPAS, but it is still difficult for fifth-grade students to understand. This study aims to develop AR-based digital comic teaching materials using the canva application for digestive system material. Therefore, this study is classified as a development study. The stages in this development use the ADDIE model. The purpose of this study is to measure the validity, practicality, and effectiveness of AR-based digital comic teaching materials. The instruments used are a validation sheet (validity), teacher and student response questionnaires (practicality), and pre-tests and post-tests (effectiveness). The research subjects were teachers and 24 fifth-grade students at SDN Kaliboto Lor 07 through field trials. The validation results showed a percentage of 97.5% from media experts, 90% from subject matter experts, and 100% from language experts, with an average of 95.83% (highly valid). The practicality was rated at 99% by students and 100% by teachers (very practical). Effectiveness was indicated by an N-Gain value of 0.65 (moderate category). Based on these results, the AR-based digital comic was declared to be highly valid, very practical, and effective for use in learning.
ANALISIS KEMAMPUAN BERPIKIR KREATIF DALAM MENYELESAIKAN SOAL OPEN ENDED MATERI PENJUMLAHAN BILANGAN CACAH KELAS III SDN PUCANGSARI II Wahyu Andreansya; I Ketut Suastika; Sri Rahayu
Pendas : Jurnal Ilmiah Pendidikan Dasar Vol. 10 No. 3 (2025): Volume 10 No3 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.v10i3.33034

Abstract

Creative thinking skills are highly emphasized in 21st century learning. Creative thinking is the process of finding new ideas that are still in the mind and have not been realized. Creative thinking skills have a function so that students will be more active and creative in developing ideas and solving various problems. Problems were found in class III of SDN Pucangsari, namely the difficulty of students developing diverse and creative answers, and some students hesitated in giving answers because they were afraid of being wrong or were not sure about their own thoughts. The purpose of the study was to determine how creative thinking skills were in solving open-ended questions on the addition of integers for class III of SDN Pucangsari II. The method used was descriptive qualitative. Data collection techniques were through tests and interviews. Data analysis techniques used qualitative Milles and Huberman. Based on the analysis of the data results, it can be stated that the level of creative thinking skills of class III students of SDN Pucangsari II on the originality thinking indicator was lacking. It can be seen that S-1 fulfills the original thinking ability (originality) and S-6, S-9, S-12 do not fulfill the original thinking ability (originality) because they are not careful in reading the instructions in the questions, so they do not provide unique thoughts and are not similar to other people in all questions.