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Pengaruh Model Pembelajaran Self Organized Learning Environment Terhadap Keaktifan dan Literasi Membaca Bahasa Inggris Siswa Kelas VII Hartini, Sri; Hartati, Sulis Janu; Purnamasari, Hetty
Jurnal Ilmiah Wahana Pendidikan Vol 10 No 23 (2024): Jurnal Ilmiah Wahana Pendidikan
Publisher : Peneliti.net

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.5281/zenodo.14587123

Abstract

This research aims to determine the influence of the somatic auditory visual intellectual (SAVI) learning model on the interest and results in thematic learning of class III students at SDN Larangan Timur 2 Tanjungbumi Bangkalan. The design in this research used quantitative research. The research subjects were class III students at UPTD SDN Larangan Timur 2 Tanjungbumi, Bangkalan Regency, totaling 28 students. Class III students at SDN Larangan Timur 2 only consist of 1 class, so they are not in the experimental control class. In this research, a design was carried out before and after implementing the SAVI (Somatic Auditory Visual Intellectual) learning model. In this research, the observation method is used to determine students' interest in learning in implementing the SAVI learning model and the learning outcomes test method which refers to the indicators or learning objectives to be achieved. The data analysis technique used in this research is the T Paired Samples Test with SPSS 22. The results of the T Paired Samples Test with SPSS 22, the significance value is 0.000 < 0.05. The Gain value is 16 and the N-Gain is 0.721, which is in the high category and the learning outcome variable has a significance value of 0.000 < 0.05 with the Gain value is 18.22 and the N-Gain is 0.713, which is in the high category. The conclusion of this research is that there are differences in students' interest in learning and learning outcomes before and after implementing learning using the Somatic Auditory Visual Intellectual (SAVI) model for class III students at SDN Larangan Timur 2 Tanjungbumi Bangkalan.
Inductive Learning in The Digital Era : Assessing the Effectiveness of HTML 5 Package (H5P) Based Media on Learning Motivation and Responsibility Sudarmawanto, Sudarmawanto; Hartati, Sulis Janu; Sucipto, Sucipto
Jurnal Paedagogy Vol 12, No 3 (2025): July : IN PROGRESS
Publisher : Universitas Pendidikan Mandalika

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.33394/jp.v12i3.15674

Abstract

This study aims to analyze the effect of implementing an inductive thinking learning model using HTML 5 Package (H5P)-based learning media on students' learning motivation and responsibility. A quantitative approach was employed, with a sample of 90 students from class X, XI, and XII TKJ 1 SMK PGRI 13 Surabaya. Data collection utilized questionnaires, and data analysis was performed using linear regression assisted by SPSS. The results show that the t-value of 9.081 exceeds the t-table value (1.986), with a significance level of 0.000, which is less than α (0.05). This indicates that the inductive thinking learning model using H5P-based interactive learning media has a positive and significant influence on student learning motivation. Specifically, this model enhances learning motivation by making learning more interactive and engaging, encouraging independent and responsible learning, leveraging technology to boost motivation, and creating a more enjoyable and less monotonous learning experience. Furthermore, the results also reveal that the t-value of 3.707 exceeds the t-table value (1.986), with a significance level of 0.000, which is less than α (0.05). This suggests that the inductive thinking learning model using H5P-based interactive learning media has a positive and significant influence on students' learning responsibility. This model promotes learning responsibility by fostering independent and self-directed learning, enabling flexible access to materials through technology, enhancing engagement and responsibility through interactive media, and developing critical thinking skills that foster greater learning accountability.
DUAL-DOMAIN STIMULATION: THE EFFECTIVENESS OF NUMBER CARDS IN EARLY CHILDHOOD COGNITIVE AND MOTOR DEVELOPMENT Istirokah, Istirokah; Hidayatullah, Syarif; Hartati, Sulis Janu; Widayat, Edy; Huda, Nuril; Simanjuntak, Nensy Megawati
PRASI Vol. 20 No. 01 (2025)
Publisher : Universitas Pendidikan Ganesha

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.23887/prasi.v20i01.98554

Abstract

Early childhood education is essential for developing children's cognitive potential, particularly in understanding number concepts. Observations at Group A TK Dharma Wanita Dermo, Mojoroto, Kediri City showed that 86.7% of students had difficulty recognizing numbers 1–10. This issue was likely caused by the lack of engaging and creative learning media.This study aimed to improve students' cognitive abilities in recognizing number concepts 1–10 through the use of number card media. The research used the Classroom Action Research (CAR) method based on the Kemmis & Taggart model, conducted over two cycles involving stages of planning, action, observation, and reflection. The subjects were 13 Group A students in the 2024/2025 academic year. Data were collected through observation sheets for teacher and student activities and cognitive assessments using a star rating scale. The hypothesis proposed that number card games could enhance students’ ability to recognize numbers. Results indicated significant improvement across the cycles, supporting the hypothesis. The number card games proved to be an effective, engaging medium for improving numerical understanding in early learners. This research offers practical contributions for early childhood educators by demonstrating the importance of using interactive learning tools. The findings suggest that creative, game-based media can enhance cognitive development and increase learning motivation among young children.
Implementasi Metode Problem Solving Untuk Meningkatkan Hasil Belajar Materi Pendidikan Agama Islam Kelas VI UPTD SDN Dharma Tanjung 1 Kabupaten Sampang Santoso, Agus; Purnamasari, Hetty; Hartati, Sulis Janu
Jurnal Staika: Jurnal Penelitian dan Pendidikan Vol 8 No 2 (2025): Agustus
Publisher : STAI Muhammadiyah Paciran Lamongan

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.62750/dh1p9v71

Abstract

This research aims to evaluate the effectiveness of implementing the Problem Solving method in improving the learning outcomes of Islamic Religious Education material for sixth-grade students at UPTD SDN Dharma Tanjung 1 Kabupaten Sampang. The study employs a classroom action research design, involving active participation of students and teachers over several learning cycles. The improvement in learning outcomes is measured through pre-test and post-test assessments, as well as observations of the learning process. The Problem Solving method is applied in the context of Islamic Religious Education to develop students' critical thinking skills and their ability to solve problems related to the material. Data collected will be analyzed using both quantitative and qualitative approaches to gain a comprehensive understanding of the impact of implementing the Problem Solving method on student learning outcomes. The results of this research are expected to make a positive contribution to the development of teaching methods at the elementary school level, particularly in the context of Islamic Religious Education. The practical implications of this research can serve as a guide for teachers in designing more effective and interactive learning strategies to enhance students' academic achievements in Islamic Religious Education.
Eksplorasi Berpikir Kritis dalam Pembelajaran Berdiferensiasi Berbasis Pemetaan Gaya Belajar pada Materi Descriptive Text pada Siswa Sekolah Menengah Atas Nizar, Ibnu; Hartati, Sulis Janu
Sang Pencerah: Jurnal Ilmiah Universitas Muhammadiyah Buton Vol. 10 No. 1 (2024): Sang Pencerah: Jurnal Ilmiah Universitas Muhammadiyah Buton
Publisher : Lembaga Jurnal dan Publikasi Universitas Muhammadiyah Buton

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.35326/pencerah.v10i1.5018

Abstract

Berpikir kritis merupakan keterampilan utama yang dibutuhkan di era disrupsi, keterbukaan informasi dan teknologi abad 21. Mampu berpikir kritis berarti memiliki keterampilan intelektual yang fleksibel, kemampuan menganalisis informasi dan mengintegrasikan berbagai sumber pengetahuan untuk memecahkan masalah. Penelitian ini bertujuan untuk menggambarkan kemampuan berpikir kritis siswa kelas X SMA Al-Furqon Driyorejo Gresik. Jenis penelitian ini menggunakan pendekatan penelitian kualitatif deskriptif. Subjek dalam penelitian ini berjumlah tiga siswa, terdiri dari satu siswa dari masing-masing kelompok gaya belajar visual, auditori, dan kinestetik dengan kemampuan tinggi. Penentuan subjek menggunakan teknik purposive sampling yakni sampel yang didasarkan pertimbangan-pertimbangan khusus/tertentu dalam hal ini nilai kognitif tertinggi dan validasi guru Bahasa Inggris. Pengumpulan data berupa wawancara, observasi dan studi dokumentasi Teknik analisis data dilakukan dengan tahapan reduksi data, penyajian data dan penarikan kesimpulan. Uji keabsahan data menggunakan triangulasi teknik/metode. Hasil dari penelitian ini adalah profil kemampuan berpikir kritis siswa dengan gaya belajar visual masuk dalam kategori sedang, profil kemampuan berpikir kritis siswa dengan gaya belajar auditori masuk dalam kategori rendah dan profil kemampuan berpikir kritis siswa dengan gaya belajar kinestetik masuk dalam kategori tinggi.
PENGEMBANGAN LEMBAR KERJA SISWA (LKS) DENGAN MATERI TRANSFORMASI GEOMETRI BERBASIS ETNOMATEMATIKA: TENUNAN SUMBA TIMUR Wani, Salira; Hartati, Sulis Janu; Setiawan, Windi
PHI: Jurnal Pendidikan Matematika Vol 8, No 1 (2024): APRIL 2024
Publisher : Universitas Batanghari Jambi

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.33087/phi.v8i1.356

Abstract

This research is an ethnomathematics-based worksheet development research on East Sumba woven materials on geometric transformations. The purposes of this study were 1) To find out the steps for developing Student Worksheets (LKS) with ethnomathematics-based geometry transformation material: East Sumba weaving using the ADDIE design. 2) To find out the feasibility of developing Student Worksheets (LKS) with ethnomathematics-based geometry transformation material: East Sumba weaving uses the ADDIE design. This research is a development research (R&D) using the ADDIE development model, namely Analysis, Design, Development, Implementation, and Evaluation. However, this research only reached the Development stage because it was adjusted to the research objective, namely to determine the feasibility of worksheets. At the Analysis stage, the researcher conducted a needs analysis, curriculum analysis. At the Design stage the researcher designed the LKS. At the Development stage the researcher develops worksheets and validates experts, namely media experts and material experts. The average percentage of expert validation results is 88.46%, which means that the student worksheet (LKS) based on ethnomathematics woven in East Sumba is very feasible.
Inductive Learning in The Digital Era : Assessing the Effectiveness of HTML 5 Package (H5P) Based Media on Learning Motivation and Responsibility Sudarmawanto, Sudarmawanto; Hartati, Sulis Janu; Sucipto, Sucipto
Jurnal Paedagogy Vol. 12 No. 3 (2025): July
Publisher : Universitas Pendidikan Mandalika

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.33394/jp.v12i3.15674

Abstract

This study aims to analyze the effect of implementing an inductive thinking learning model using HTML 5 Package (H5P)-based learning media on students' learning motivation and responsibility. A quantitative approach was employed, with a sample of 90 students from class X, XI, and XII TKJ 1 SMK PGRI 13 Surabaya. Data collection utilized questionnaires, and data analysis was performed using linear regression assisted by SPSS. The results show that the t-value of 9.081 exceeds the t-table value (1.986), with a significance level of 0.000, which is less than α (0.05). This indicates that the inductive thinking learning model using H5P-based interactive learning media has a positive and significant influence on student learning motivation. Specifically, this model enhances learning motivation by making learning more interactive and engaging, encouraging independent and responsible learning, leveraging technology to boost motivation, and creating a more enjoyable and less monotonous learning experience. Furthermore, the results also reveal that the t-value of 3.707 exceeds the t-table value (1.986), with a significance level of 0.000, which is less than α (0.05). This suggests that the inductive thinking learning model using H5P-based interactive learning media has a positive and significant influence on students' learning responsibility. This model promotes learning responsibility by fostering independent and self-directed learning, enabling flexible access to materials through technology, enhancing engagement and responsibility through interactive media, and developing critical thinking skills that foster greater learning accountability.
ANALISA METODE PEMBELAJARAN ROLE PLAYING BERBANTUAN MEDIA VIDEO PADA MATA PELAJARAN BAHASA INGGRIS DI SMP MUSLIHATI, WAHYU; RASYID, NASHRUN; MUSSAADAH, MUSSAADAH; HARTATI, SULIS JANU; HUDA, NURIL
TEACHING : Jurnal Inovasi Keguruan dan Ilmu Pendidikan Vol. 4 No. 3 (2024)
Publisher : Pusat Pengembangan Pendidikan dan Penelitian Indonesia

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.51878/teaching.v4i3.3293

Abstract

Innovative learning methods in English subjects are very useful in improving and developing educational competencies. The purpose of this study was to test and prove and describe whether there is a difference in student learning interest between classes that use role playing learning methods and conventional learning methods in English subjects. This study uses a comparative quantitative research design using a quasi-experimental method. The population in this study were grade IX students at SMPN 1 Bangkalan, the sample of this study was class IX A (30 students) as the experimental class and B (30 students) as the control class. The results of the study showed that the application of the role playing learning method was better in improving student learning interest and speaking skills. ABSTRAKMetode pembelajaran yang inovatif dalam mata pelajaran bahasa inggris sangatlah bermanfaat dalam meningkatkan dan mengembangkan kompetensi pendidikan.Tujuan penelitian ini adalah untuk menguji dan membuktikan serta mendeskripsikan ada tidaknya perbedaan minat belajar siswa antara kelas yang menggunakan metode pembelajaran role playing dengan metode pembelajaran konvensional pada mata pelajaran bahasa Inggris. Penelitian ini menggunakan rancangan penelitian kuantitatif komparatif dengan menggunakan metode eksperimen semu (quasi experimental). Populasi dalam penelitian ini adalah siswa kelas IX di SMPN 1 Bangkalan, sampel penelitian ini adalah kelas IX A (30 siswa) sebagai kelas eksperimen dan B (30 siswa) sebagai kelas kontrol. Hasil penelitian menunjukkan bahwa penerapan metode pembelajaran role playing lebih baik dalam meningkatkan minat belajar siswa dan kemampuan speaking.
Desain Pembelajaran Peningkatan Literasi Numerasi dan Karakter Berpikir Kritis Siswa SD Berbasis Etnomatematika Susanto, Nabilla Calista Putri; Hartati, Sulis Janu; Setiawan, Windi
Center of Education Journal (CEJou) Vol. 3 No. 01 (2022): Central Journal of Education (CEJou) July
Publisher : Universitas Nahdlatul Ulama Pasuruan

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.55757/cejou.v3i01.93

Abstract

This study aims to produce a learning design to increase numeracy literacy and critical thinking character of elementary school students based on ethnomathematics using Polya's problem-solving steps. This type of research is library research. The results showed that Polya's problem-solving steps can be used to design learning syntax as follows. Polya's first step is to understand the problem of producing a learning design menu, let's get to know culture, learn to get flat, and learn numeracy through films or videos from the MK Modul NusantaraMBKM Dr Soetomo University. The second step is polya learning planning to produce a learning design menu for identifying flat shapes based on the questions in learning numeracy with number content, geometry & measurement, algebra, and data & uncertainty. The third step is to implement the lesson plan, produce a learning design menu, let's develop alternative answers. The fourth step is to reflect on learning to produce a learning design menu, let's reflect. Increasing numeracy literacy and critical thinking character can be built on the first, second, third and fourth steps of solving Polya's problems.
Efektifitas Penggunaan Video Berbasis Budaya untuk Meningkatkan Literasi Matematika dan Karakter Siswa SMP Dewi, Ratna Kumala; Hartati, Sulis Janu; Setiawan, Windi
Center of Education Journal (CEJou) Vol. 3 No. 2 (2022): Central Journal of Education (CEJou) December
Publisher : Universitas Nahdlatul Ulama Pasuruan

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.55757/cejou.v3i2.163

Abstract

This study entitled Effectiveness of Using Video Learning Media to Improve Mathematical Literacy in Bethel Christian Middle School Surabaya. This study aims to describe and analyze culture-based videos in improving mathematical literacy on square, triangleand quadrilateral material at Bhetel Christian Junior High School Surabaya in the 2021/2022 even semester. The method used is the research method used in this study is a Pre-Experimental Design using the One-group Pretest-Postet design form. In this design there is a pretest before being given treatment and a posttest after being given treatment. Data analysis itself uses normality test, paired sample t-test, Wilcoxon test, N-Gain test. From the results of the Wilcoxon test that has been carried out, it can be seen that the significance value is 0.001 so there is a difference in the average results of the pretest and posttest of the two samples of mathematical literacy and critical thinking of junior high school students. It can be concluded that the results of mathematical literacy and critical thinking of junior high school students towards culture-based videos can increase. From the results of the N-Gain test that has been carried out, which occupies a playing score of 0.4488, which means that culture-based videos are quite effective in improving mathematical literacy and critical thinking of junior high school students.