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Meningkatkan Hasil Belajar Siswa Melalui Model Pembelajaran TGT Dalam Pembelajaran Matematika Kelas 2 SDN 1 Karangduren Tahun Ajaran 2023/2024 Agatha Erika Citra Nilasari; Putri Zudhah Ferryka; Yuliana Yuliana
Simpati Vol. 2 No. 4 (2024): Oktober : Jurnal Penelitian Pendidikan dan Bahasa
Publisher : CV. Alim's Publishing

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.59024/simpati.v2i4.942

Abstract

The background to this research is the low student learning outcomes which are less than the KKTP, namely 75. Many students are busy alone and do not pay attention to the teacher and the learning model is less interesting. The teacher uses a lecture learning model and uses an LCD to play guessing games. The aim of this research is to improve the learning outcomes of grade 2 students at SD N 1 Karangduren by using the TGT (Team Games Tournament) learning model. This research is classroom action research which lasts for two cycles consisting of planning, action implementation, observation and reflection stages. The research subjects were 2nd grade students SD N 1 Karangduren. The data collection technique in this research is pre-test and post-test questions which consist of multiple choice, matching, true-false and description questions. Based on the research results obtained on Building Space material, it can be improved by using the TGT (Team Games Tournament) learning model. The incrase in learning outcomes can be seen from the initial condition, the average value is 29%. In cycle I there was an incrase with an average of 47%. The in cycle II there was an incrase with an average og 88%.
PENGARUH MODEL PEMBELAJARAN PROJECT BASED LEARNING (PJBL) TERHADAP HASIL BELAJAR PENDIDIKAN PANCASILA KELAS II SEKOLAH DASAR Afisa Isnaini Irvana; Sri Suwartini; Putri Zudhah Ferryka
Walada: Journal of Primary Education Vol. 5 No. 1 (2026): Walada: Journal of Primary Education
Publisher : cendekia citra gemilang

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.61798/wjpe.v5i1.508

Abstract

Penelitian ini bertujuan untuk mengetahui pengaruh model pembelajaran Project Based Learning (PJBL) terhadap hasil belajar Pendidikan Pancasila peserta didik kelas II SD Negeri 3 Palar tahun pelajaran 2025/2026. Penelitian ini menggunakan pendekatan kuantitatif dengan jenis quasi eksperimen dan desain nonequivalent control group design. Subjek penelitian adalah peserta didik kelas II SD Negeri 3 Palar. Teknik pengumpulan data dilakukan melalui tes berupa pretest dan posttest yang telah diuji validitas dan reliabilitasnya. Hasil penelitian menunjukkan bahwa rata-rata nilai posttest kelas eksperimen sebesar 83,27 lebih tinggi dibandingkan dengan kelas kontrol sebesar 71,86. Hasil uji hipotesis menggunakan independent sample t-test menunjukkan nilai signifikansi (Sig. 2-tailed) sebesar 0,000 < 0,05 sehingga H₀ ditolak dan Hₐ diterima. Selain itu, hasil uji N-Gain Score menunjukkan peningkatan hasil belajar pada kelas eksperimen sebesar 58,1% yang termasuk dalam kategori cukup efektif. Dengan demikian, dapat disimpulkan bahwa model Project Based Learning (PJBL) berpengaruh signifikan terhadap hasil belajar Pendidikan Pancasila peserta didik dan dapat dijadikan sebagai alternatif pembelajaran yang efektif di sekolah dasar
Pengembangan LKPD Berbasis Problem Based Learning Untuk Meningkatkan Hasil Belajar IPAS pada Peserta Didik Kelas V SD Negeri 1 Barenglor Marhamatus Sa’adah; Nela Rofisian; Putri Zudhah Ferryka
Indonesian Journal of Innovation Multidisipliner Research Vol. 4 No. 2 (2026): April - Juni
Publisher : Institute of Advanced Knowledge and Science

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.69693/ijim.v4i2.478

Abstract

Penelitian ini bertujuan untuk mengembangkan Lembar Kerja Peserta Didik (LKPD) berbasis Problem Based Learning (PBL) pada mata pelajaran IPAS materi “Daerahku Kebanggaanku” guna meningkatkan minat dan hasil belajar siswa sekolah dasar. Penelitian ini menggunakan metode Research and Development (R&D) dengan model pengembangan ADDIE yang meliputi lima tahapan, yaitu analisis, desain, pengembangan, implementasi, dan evaluasi. Subjek penelitian adalah siswa kelas V SD Negeri 1 Barenglor. Instrumen penelitian yang digunakan meliputi lembar validasi ahli, angket respons siswa, serta tes pretest dan posttest untuk mengukur peningkatan hasil belajar. Hasil validasi menunjukkan bahwa LKPD yang dikembangkan memiliki tingkat kelayakan sangat tinggi, dengan persentase penilaian ahli materi sebesar 90%, ahli media sebesar 93%, dan ahli praktisi sebesar 96%, sehingga dinyatakan layak tanpa revisi. Uji efektivitas melalui analisis N-Gain menunjukkan bahwa kelas eksperimen memperoleh nilai sebesar 0,77 yang termasuk kategori tinggi, sedangkan kelas kontrol memperoleh nilai sebesar 0,53 dengan kategori sedang. Selain itu, hasil angket menunjukkan respons siswa yang positif terhadap penggunaan LKPD, serta instrumen penelitian dinyatakan reliabel dengan nilai Cronbach’s Alpha sebesar 0,895. Temuan ini mengindikasikan bahwa LKPD berbasis PBL mampu meningkatkan keterlibatan aktif siswa, melatih kemampuan berpikir kritis, serta meningkatkan hasil belajar secara signifikan. Dengan demikian, LKPD yang dikembangkan layak dan efektif digunakan dalam pembelajaran IPAS di sekolah dasar serta berpotensi untuk dikembangkan lebih lanjut pada materi lain sesuai kebutuhan pembelajaran.
Pengembangan Media Buku Cerita Komik Untuk Meningkatkan Motivasi Belajar Siswa Pada Pembelajaran Matematika Kelas IV SD Hani Binti Rishadi; Putri Zudhah Ferryka; Isna Rahmawati
Indonesian Journal of Innovation Multidisipliner Research Vol. 4 No. 2 (2026): April - Juni
Publisher : Institute of Advanced Knowledge and Science

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.69693/ijim.v4i2.889

Abstract

Pembelajaran matematika di sekolah dasar masih sering dianggap sulit dan kurang menarik oleh siswa sehingga motivasi belajar cenderung rendah. Kondisi tersebut dipengaruhi oleh penggunaan media pembelajaran yang masih terbatas dan kurang sesuai dengan karakteristik peserta didik. Penelitian ini bertujuan mengembangkan media buku cerita komik untuk meningkatkan motivasi belajar siswa pada pembelajaran matematika kelas IV SD Negeri Sapen Tahun Pelajaran 2025/2026. Penelitian menggunakan metode Research and Development (R&D) dengan model ADDIE yang terdiri atas tahap analysis, design, development, implementation, dan evaluation. Subjek penelitian berjumlah 12 siswa kelas IV SD Negeri Sapen. Teknik pengumpulan data dilakukan melalui wawancara, observasi, angket, pretest, dan posttest. Instrumen penelitian meliputi angket validasi ahli materi, ahli media, ahli praktisi, serta angket respon siswa. Hasil penelitian menunjukkan bahwa media buku cerita komik dinyatakan layak digunakan berdasarkan hasil validasi ahli materi sebesar 96% dengan kategori sangat layak, ahli media sebesar 88% dengan kategori layak, dan ahli praktisi sebesar 94% dengan kategori sangat layak. Hasil implementasi menunjukkan adanya peningkatan motivasi dan hasil belajar siswa. Nilai N-Gain kelas eksperimen sebesar 0,6337 termasuk kategori tinggi, sedangkan kelas kontrol sebesar 0,1384 termasuk kategori rendah. Dengan demikian, media buku cerita komik efektif digunakan untuk meningkatkan motivasi belajar siswa pada pembelajaran matematika kelas IV sekolah dasar.
Digital Implementation Through Interactive Learning Media Wordwall Multiplication Material for Grade III Elementary School Salma Nanda Ardelia; Gloria Yulianti; Marhamatus Sa'adah; Putri Zudhah Ferryka
Konsienti : Community Services Journal Vol. 4 No. 1 (2026): Konsienti: Community Services Journal
Publisher : PT. TAKAZA INNOVATIX LABS

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.61536/konsienti.v4i1.365

Abstract

Mathematics learning in elementary schools faces challenges in understanding multiplication concepts due to their abstract nature, requiring interactive media to support Merdeka Curriculum implementation. This study aims to develop interactive Wordwall media to enhance grade III students' multiplication comprehension. Employing Participatory Action Research (PAR), the population comprised all grade III students with a purposive sample of 25 struggling learners. Instruments included observation sheets, questionnaires, Wordwall results, and pre-post tests, analyzed through mixed methods of triangulation and percentage improvement. Results demonstrated significant increases in participation, motivation, and conceptual understanding following five implementation stages. It is concluded that integrating Wordwall with concrete windmill aids effectively transforms rote learning into critical thinking, recommended for elementary teacher adoption.
Pembelajaran Berbasis Sosiokultural pada Tema Lingkungan Bersih Sehat dan Asri di Sekolah Dasar Putri Zudhah Ferryka
Jurnal Pena Karakter : Jurnal Pendidikan Anak dan Karakter Vol. 2 No. 1 (2019): Jurnal Pena Karakter (Jurnal Pendidikan Anak dan Karakter)
Publisher : STKIP AL HIKMAH SURABAYA

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.62426/jpk114

Abstract

Kualitas pendidikan di Indonesia perlu ditingkatkan seiring dengan berkembangnya ilmu pengetahuan dan teknologi. Salah satu peningkatan ini dapat dilakukan melalui peningkatan kualitas pembelajaran. Kegiatan pembelajaran yang berkualitas harus berpusat pada siswa sebagai subjek pembelajarannya. Guru sangat berperan untuk mengembangkan potensi, kreativitas, memotivasi siswa dalam membangun kemauan serta memberikan keteladanan. Media pembelajaran yang digunakan seorang guru dapat digunakan sebagai panduan dalam proses pembelajaran sehingga menjadi terarah&nbsp; dengan kompetensi yang akan dicapai. Pembelajaran berbasis sosiokultural menekankan bahwa lingkungan sosial dapat membantu proses pembelajarannya. Masyarakat dan budaya merupakan sumber ilmu dalam penerapan teori ini. Interaksi sosial dari siswa baik di lingkungan sekolah maupun masyarakat sangat penting guna membangun kerjasama sebagai suatu proses pengembangan diri.. Pembelajaran pada tema lingkungan bersih, sehat, dan asri tidak terlepas dari nilai-nilai sosiokultural dan lingkungannya. Dengan demikian proses pembelajarannya akan mengkonstruksi pengetahuan secara bersama-sama antara semua pihak yang terlibat di dalamnya.
Peran Guru Dalam Mengembangkan Karakter Siswa Kelas V SD Negeri Kabupaten Kecamatan Klaten Tengah Kabupaten Klaten Tahun Pelajaran 2023/2024 Amalina Mutiara Anindyta; Ronggo Warsito; Putri Zudhah Ferryka
Jurnal Pendidikan Sosial Dan Konseling Vol. 2 No. 2 (2024): Juli - September
Publisher : CV. ITTC INDONESIA

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.47233/jpdsk.v2i2.1466

Abstract

This research uses a descriptive qualitative approach, which is a research method used to research on natural object conditions. Where the researcher is the key instrument. The data validity technique uses source and method triangulation. Data were collected by observation, interview, and documentation. Data analysis through interactive analysis which includes data reduction, data presentation, conclusion drawing or verification. The aim is to know systematically about the research focus, knowing the role of teachers in developing student character and what obstacles are experienced by teachers in developing the character of fifth grade students at SD Negeri Kabupaten. The background of this research problem is based on the author's observations which show several factors that influence the existence of student bad behavior in the role of teachers in developing student character. With this the author intends to examine what problems occur in grade V students of SD Negeri Kabupaten. The conclusion of this research is that the role of the teacher can develop the character of fifth grade students of SD Negeri Kabupaten. The conclusion of this research is evident from the results of previous researchers who have conducted research.
Pengembangan Evaluasi Berbasis Game Edukatif Blooket Pada Materi Luas Persegi Dan Persegi Panjang Pada Peserta Didik Kelas IV SD Cindy Putri Widyawati; Naya Amelia Wibowo; Yohanes Anando Aryo; Putri Zudhah Ferryka
Jurnal Pendidikan Sosial Dan Konseling Vol. 3 No. 3 (2025): Oktober - Desember
Publisher : CV. ITTC INDONESIA

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.47233/jpdsk.v3i3.3781

Abstract

Abstract This study aims to develop an educational game–based assessment instrument using Blooket for the topic of the area of squares and rectangles and to analyze its validity, practicality, and effectiveness in fourth-grade mathematics learning. The research employed a Research and Development (R&D) design using the 4D model, consisting of the stages of define, design, develop, and disseminate (limited implementation). The assessment product was developed using the Fishing Frenzy mode on the Blooket platform and was tested on 20 fourth-grade students. Data were collected through expert validation, observation, and field trials.The results indicate that the developed assessment instrument meets the criteria of validity, as shown by expert evaluations regarding the alignment between indicators, content, and learner characteristics. In terms of practicality, the assessment was implemented effectively even without individual devices, as the teacher only needed to display the game through a projector and call students forward sequentially to answer questions. The automatic scoring system in Blooket also facilitated efficient score recording. Regarding effectiveness, the game-based assessment successfully increased students’ motivation, focus, and confidence in answering questions. The Fishing Frenzy mode created an interactive and enjoyable classroom atmosphere, helping students understand the concept of area more optimally.Despite these positive outcomes, several challenges were encountered, including extended evaluation time due to the turn-based system, students’ limited familiarity with digital game media, and the need for more intensive classroom management. Overall, the study concludes that the Blooket-based educational game assessment is feasible, innovative, and effective for use in elementary mathematics learning.
Pengembangan Media Ajar Interaktif dalam Meningkatkan Hasil Belajar Matematika Kelas III SDN 2 Jonggrangan Rifqi Asiah; Dihan Nanda Hamidah; Saudah Khodijah; Aprilia Kinantika Sari; Putri Zudhah Ferryka
Jurnal Pendidikan Sosial Dan Konseling Vol. 3 No. 3 (2025): Oktober - Desember
Publisher : CV. ITTC INDONESIA

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.47233/jpdsk.v3i3.3791

Abstract

Education is a learning process that takes place in the form of teaching and learning activities, where in these activities there is interaction between educators and students. However, in reality, learning is still dominated by educator-centered lecture methods, so that two-way interaction and active involvement of students are not optimal. The use of Canva-based interactive learning media is one of the alternatives to overcome this problem. This research uses the Research and Development (R&D) method which aims to produce a product in the form of canva-based interactive teaching media and test the feasibility and effectiveness of improving student learning outcomes in grade III Mathematics subjects. According to validation tests involving material experts, media experts, and small group trials, it showed a feasibility percentage of 92.66% with a very feasible category. Based on the results of the pre-test, it was obtained that students who achieved 55% completeness while the post-test results were obtained that students who achieved completeness were 85%. This shows that there is an increase in completeness by 30%. Thus, the development of Canva-based interactive teaching media can be used as an innovative solution in improving learning outcomes in mathematics subjects.
Pembuatan Lembar Kerja Peserta Didik Interaktif Berbasis Google Form Bagi Mahasiswa PSGD Bagas Oktobera Sanyata; Delta Ramawati; Titin Sulistyowati; Putri Zudhah Ferryka
Jurnal Imiah Pengabdian Pada Masyarakat (JIPM) Vol 1 No 3 (2024): Januari - Maret
Publisher : CV. ITTC INDONESIA

Show Abstract | Download Original | Original Source | Check in Google Scholar

Abstract

The background to the community service activities that we carry out is because there are still some students who do not understand how to create interactive student worksheets based on Google Forms. This community service is carried out in the form of training in making interactive student worksheets using Google Forms using the discovery learning learning model. This activity aims to improve skills and understanding in creating interactive student worksheets. The method used is CBR (Community Based Research). This activity is a collaboration between student representatives from semesters I, III and V, totaling 16 students. The result of this activity is that students can create interactive student worksheets based on Google Forms.