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Penerapan Media Audiovisual untuk Mengatasi Miskonsepsi Perkalian sebagai Penjumlahan Berulang Kelas 3A SDN Dukuh Kupang III Surabaya Shalsa Misherina Pratiwi; Anna Roosyanti; Ratna Susanti
Edutama : Jurnal Ilmiah Penelitian Tindakan Kelas Vol. 1 No. 1 (2024): September 2024
Publisher : CV.RIZANIA MEDIA PRATAMA

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.69533/gbhqpr48

Abstract

Penelitian ini dilatarbelakangi oleh adanya miskonsepsi yang cukup tinggi terkait materi perkalian sebagai penjumlahan berulang di kelas 3A SDN Dukuh Kupang III Surabaya. Tujuan penelitian ini adalah untuk mengatasi miskonsepsi tersebut dengan menggunakan media audiovisual dalam Penelitian Tindakan Kelas (PTK) yang dilakukan dalam dua siklus. Hasil penelitian menunjukkan penurunan signifikan dalam tingkat miskonsepsi peserta didik, dari 61,53% (kategori tinggi) pada pra-siklus menjadi 34,61% (kategori sedang) setelah siklus I, dan lebih lanjut menjadi 7,69% (kategori rendah) pada siklus II. Penurunan ini menunjukkan bahwa media audiovisual efektif dalam mengatasi pemahaman konseptual peserta didik yang mengalami miskonsepsi mengenai perkalian sebagai penjumlahan berulang. Penggunaan media audiovisual disarankankan sebagai alternatif untuk meminimalisir miskonsepsi dan meningkatkan hasil belajar matematika di kelas, khususnya pada konsep-konsep dasar yang sering disalahpahami.
ANALYSIS OF SCIENCE PROCESS SKILLS THROUGH PRACTICUM ON PLANT GROWTH AND DEVELOPMENT AT THE FIRST SEMESTER STUDENTS OF PRIMARY TEACHER EDUCATION STUDY PROGRAM Anna Roosyanti
Primary: Jurnal Pendidikan Guru Sekolah Dasar Vol. 9 No. 3 (2020): June
Publisher : Laboratorium Program Studi Pendidikan Guru Sekolah Dasar

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.33578/jpfkip.v9i1.7893

Abstract

The nature of Science is as products, processes, and attitudes. In the process of finding facts, concepts, principles, theories, and laws carried out through the science process skills, and in their application involves a scientific attitude. This study aims to analyze the science process skills of first semester students of primary teacher education study program through the Science practicum on the subject of Plant Growth and Development. This research was a descriptive research with an ex post facto quantitative approach. This research was conducted on all of the first semester students in the primary teacher education study program at Wijaya Kusuma University Surabaya in the academic year 2019-2020. The instruments used in this research were the science process skills observation sheet and the plant growth and development practicum worksheet based on the science process skills. The results showed that the most difficult aspect of basic science process skills were predicting skill, and the easiest was observating skill. The most difficult aspect for integrated science process skills were defining variables operationally. The easiest was conducting investigations or experiment, and organizing data into tables and graphs.
THE EFFECT OF USING THE SCRATCH MEDIA ON THE CREATIVE SKILLS OF IPS LEARNING Diyas Age Larasati; Anna Roosyanti
Jurnal Review Pendidikan Dasar : Jurnal Kajian Pendidikan dan Hasil Penelitian Vol. 12 No. 1 (2026): Vol. 12 No.1 Februari 2026
Publisher : Universitas Negeri Surabaya

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.26740/jrpd.v12n1.p107-115

Abstract

This study aims to find out how using the Scratch media affects students' creative skills in Social Studies (IPS) learning at SDN Bangsal. This is based on the need for interactive learning media that can stimulate students' imagination, problem-solving abilities, and creative expression. The research method used is a quasi-experimental design with a pretest-posttest control group. The subjects are fifth-grade students at SDN Bangsal, divided into an experimental group and a control group. The research instruments include a creativity skills observation sheet and a learning outcome test. The results show that using Scratch media has a positive and significant impact on improving students' creative skills, especially in terms of fluency, flexibility, originality, and elaboration. Students who learn with Scratch media are better able to develop ideas, express IPS concepts through animations, and create creative solutions to social issues studied. Therefore, Scratch media is effectively used as an innovation in IPS learning at the elementary level to maximize students' creative skills.
Integration of Computational Thinking in Natural and Social Science Learning in Elementary Schools to Improve Problem-Solving Skills Anna Roosyanti; Diyas Age Larasati
Jurnal Review Pendidikan Dasar : Jurnal Kajian Pendidikan dan Hasil Penelitian Vol. 12 No. 1 (2026): Vol. 12 No.1 Februari 2026
Publisher : Universitas Negeri Surabaya

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.26740/jrpd.v12n1.p59-68

Abstract

Mastery of 21st century skills is very necessary in facing the development of the industrial revolution 4.0 era, one of which is computational thinking. Computational thinking is the ability to think systematically, logically, and structured to solve problems. This is very relevant to the learning of Natural and Social Sciences (IPAS) in Elementary Schools. This study aims to explain computational thinking, its integration in IPAS learning, its benefits in improving problem-solving skills of Elementary School students, identify its implementation strategies, and analyze challenges and opportunities in its application. The research method used is a literature study with a descriptive approach through the analysis of various national and international journal articles indexed by Sinta and Scopus. The results of the literature review indicate that the integration of computational thinking in IPAS learning in Elementary Schools makes a real contribution to improving students' problem-solving skills. Through a hybrid approach that combines plugged and unplugged approaches, it is the most appropriate strategy to be implemented in Elementary Schools in Indonesia. However, there are still challenges in its implementation including limited teacher understanding of computational thinking, limited technological infrastructure, and contextual and problem-based learning design. Kata kunci: Computational thinking, IPAS, Sekolah Dasar, Keterampilan Pemecahan Masalah
PENGARUH SCREEN TIME TERHADAP DISIPLIN BELAJAR SISWA KELAS V SD RADEN RAHMAT Tissalaras Santi; Aprilia Dwi Ismawati; Qori Ulil Qur'aini; Anna Roosyanti
Didaktik : Jurnal Ilmiah PGSD STKIP Subang Vol. 12 No. 03 (2026): Volume 12 Nomer 03, September 2026 Publication
Publisher : STKIP Subang

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.36989/didaktik.v12i03.17560

Abstract

This study aims to analyze the effect of screen time on the learning discipline of fifth-grade students at Raden Rahmat Elementary School in the Society 5.0 era. The study used mixed methods with quantitative and qualitative approaches. The study subjects were 51 fifth-grade students from classes VA and VB. Data collection techniques were conducted through questionnaires and documentation. Quantitative data were analyzed using a simple linear regression test, while qualitative data were analyzed descriptively based on students' digital device usage activities. The results showed that screen time significantly influenced student learning discipline, with a significance value of 0.000 < 0.05 and a coefficient of determination (R²) of 0.358. This indicates that screen time contributed 35.8% to student learning discipline, with the remainder influenced by other factors. The results also showed that the most common digital device use activities for students were social media or chat and gaming. Therefore, uncontrolled digital device use can impact student learning discipline. Conversely, appropriate and productive use of digital devices can support learning and help form better study habits. Keywords: screen time 1, learning discipline 2, elementary school students 3, gadgets 4, Society 5.0 5.