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Pengaruh Model Pembelajaran Teams Games Tournament (TGT) Berbasis Kearifan Lokal Terhadap Pemahaman Konsep Bangun Datar Peserta Didik Kelas IV SDN 1 Sambelia Ayunia, Nadia; Siti Istiningsih; Asri Fauzi
Jurnal Pendidikan, Sains, Geologi, dan Geofisika (GeoScienceEd Journal) Vol. 6 No. 3 (2025): Agustus
Publisher : Mataram University

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.29303/goescienceed.v6i3.1331

Abstract

Penelitian ini bertujuan untuk mengetahui pengaruh penerapan model pembelajaran Team Games Tournament (TGT) berbasis kearifan lokal terhadap pemahaman konsep bangun datar pada siswa kelas IV SDN 1 Sambelia. Jenis penelitian ini adalah quasi eksperimen tipe nonequivalent control group design. Populasi dalam penelitian adalah seluruh peserta didik kelas IV SDN 1 Sambelia sebanyak 46 peserta didik, sedangkan sampel dalam penellitian ini yaitu peserta didik kelas IV B sebagai kelas eksperimen sebanyak 23 peserta didik dan peserta didik kelas IV A sebagai kelas control sebanyak 23 peserta didik. Teknik pengumpulan data pada penelitian menggunakan Teknik tes dan non-tes (observasi). Instrumen yang digunakan adalah tes pemahaman konsep dan lembar observasi keterlaksanaan pembelajaran. Analisis data diawali dengan uji normalitas dilanjutkan dengan uji homogenitas, selanjutnya dilakukan uji hipotesis dengan uji independent sample t-test dan uji lanjutan dengan uji effect size. Hasil analisis data yaitu uji normalitas menggunakan shapiro wilk yang menunjukkan data berdistribusi normal karena nilai sig. > 0,05, selanjutnya yaitu uji homogenitas memperoleh hasil sig > 0,05 yang artinya data bersifat homogen. Hasil uji hipotesis yang diperoleh dari uji independent sample t-test dengan nilai sig.(2-tailed) adalah 0,00 < 0,05 dan nilai Thitung > Ttabel yaitu 3.893 > 1.679, maka H0 ditolak dan Ha diterima yang artinya terdapat pengaruh model pembelajaran teams ganmes tournament (TGT) berbasis kearifan lokal terhadap pemahaman konsep bangun datar. Selanjutnya dilakukan uji effect size yang didapatkan hasil 1,152 berada pada kisaran nilai strong effect yang berarti model pembelajaran Teams Games Tournament (TGT) berbasis kearifan lokal berpengaruh tinggi terhadap pemahaman konsep bangun datar peserta didik kelas IV SDN 1 Sambelia.
Pengembangan Media E-Comic Berorientasi Literasi Sains Pada Siswa Kelas IV SDN 2 Sumbawa Besar Qonitaa, Carissa Viryaal; Ida Ermiana; Asri Fauzi
Jurnal Pendidikan, Sains, Geologi, dan Geofisika (GeoScienceEd Journal) Vol. 5 No. 3 (2024): Agustus
Publisher : Mataram University

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.29303/goescienceed.v5i3.419

Abstract

Penelitian ini bertujuan untuk menghasilkan produk berupa media e-comic berorientasi literasi sains, mengetahui validasi atau kelayakan pengembangan media e-comic, mengetahui kepraktisan media e-comic, dan efektivitas dari media e-comic berorientasi literasi sains pada siswa kelas IV SDN 2 Sumbawa Besar dengan materi perubahan bentuk energi. Jenis penelitian ini adalah Research and Development (R&﮽D) dengan menggunakan model pengembangan Hannafin and Peck yang terdiri dari 3 tahapan, yaitu (1) Analisis Kebutuhan, (2) Desain, dan (3) Pengembangan dan implementasi. Teknik pengumpulan data yang digunakan yaitu: (1) Teknik tes dan (2) teknik non tes; dokumentasi, wawancara, dan kuesioner dan angket. Teknik analisis data yang digunakan yaitu; (1) data kualitatif dan (2) data kuantitaif. Hasil validasi ahli media sebesar 95%, ahli materi 95%, dan ahli Bahasa sebesar 100%, respon siswa sebesar 93,94%, dan respon guru sebesar 100%. Efektifitas media e-comic yang dikembangkan diukur menggunakan bantuan IBM SPSS Statisics 26.0 for Windows, berdasarkan hasil uji Paired samples t-test diperoleh nilai Sig. (2-tailed) 0,000 < 0,05, mengindikasi perubahan signifikan antara pre-test dan post-test, maka dapat disimpulkan bahwa penggunaan media e-comic efektif digunakan oleh siswa, khususnya pada materi perubahan bentuk energi.
Pengaruh Model Pembelajaran Teams Games Tournament (TGT) Berbasis Kearifan Lokal Terhadap Pemahaman Konsep Bangun Datar Peserta Didik Kelas IV SDN 1 Sambelia Ayunia, Nadia; Siti Istiningsih; Asri Fauzi
Jurnal Pendidikan, Sains, Geologi, dan Geofisika (GeoScienceEd Journal) Vol. 6 No. 3 (2025): Agustus
Publisher : Mataram University

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.29303/goescienceed.v6i3.1331

Abstract

Penelitian ini bertujuan untuk mengetahui pengaruh penerapan model pembelajaran Team Games Tournament (TGT) berbasis kearifan lokal terhadap pemahaman konsep bangun datar pada siswa kelas IV SDN 1 Sambelia. Jenis penelitian ini adalah quasi eksperimen tipe nonequivalent control group design. Populasi dalam penelitian adalah seluruh peserta didik kelas IV SDN 1 Sambelia sebanyak 46 peserta didik, sedangkan sampel dalam penellitian ini yaitu peserta didik kelas IV B sebagai kelas eksperimen sebanyak 23 peserta didik dan peserta didik kelas IV A sebagai kelas control sebanyak 23 peserta didik. Teknik pengumpulan data pada penelitian menggunakan Teknik tes dan non-tes (observasi). Instrumen yang digunakan adalah tes pemahaman konsep dan lembar observasi keterlaksanaan pembelajaran. Analisis data diawali dengan uji normalitas dilanjutkan dengan uji homogenitas, selanjutnya dilakukan uji hipotesis dengan uji independent sample t-test dan uji lanjutan dengan uji effect size. Hasil analisis data yaitu uji normalitas menggunakan shapiro wilk yang menunjukkan data berdistribusi normal karena nilai sig. > 0,05, selanjutnya yaitu uji homogenitas memperoleh hasil sig > 0,05 yang artinya data bersifat homogen. Hasil uji hipotesis yang diperoleh dari uji independent sample t-test dengan nilai sig.(2-tailed) adalah 0,00 < 0,05 dan nilai Thitung > Ttabel yaitu 3.893 > 1.679, maka H0 ditolak dan Ha diterima yang artinya terdapat pengaruh model pembelajaran teams ganmes tournament (TGT) berbasis kearifan lokal terhadap pemahaman konsep bangun datar. Selanjutnya dilakukan uji effect size yang didapatkan hasil 1,152 berada pada kisaran nilai strong effect yang berarti model pembelajaran Teams Games Tournament (TGT) berbasis kearifan lokal berpengaruh tinggi terhadap pemahaman konsep bangun datar peserta didik kelas IV SDN 1 Sambelia.
ANALYSIS OF BASIC SCIENCE CONCEPTUAL UNDERSTANDING AMONG ELEMENTARY SCHOOL PROSPECTIVE TEACHERS: A GENDER PERSPECTIVE Ibrahim; Bahtiar; Maimun, Maimun; Ni Made Yeni Suranti; Alimuddin, Nurkhaerat; Nurwahidah; Asri Fauzi
BIOCHEPHY: Journal of Science Education Vol. 4 No. 1 (2024)
Publisher : MO.RI Publishing

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.52562/biochephy.v4i1.1106

Abstract

This research aims to analyze the understanding of basic concepts of Natural Sciences in prospective elementary school teachers by paying attention to gender differences. This research uses a quantitative approach with a survey method. Data is obtained through assessing the average score in four main materials: work and energy, moments of force and simple planes, ecosystems, and substances and their changes. The number of respondents in this study was 51 prospective elementary school teachers, consisting of 8 male and 43 female. The instrument used in this research is a multiple choice test. The research results show that there are significant variations between male and female teacher candidates. Male teacher candidates excel in material on work and energy as well as substances and their changes, while female teacher candidates show better performance in material on moments of force and simple planes and ecosystems.
Optimalisasi Pembelajaran Melalui Pelatihan Pembuatan Media Classpoint bagi Guru Sekolah Dasar Indraswati, Dyah; Sobri, Muhammad; Rahmatih, Aisa Nikmah; Asri Fauzi; Lalu Wira Zain Amrullah
DEDIKASI : Jurnal Pengabdian Kepada Masyarakat Vol. 4 No. 01 (2024): DEDIKASI : Jurnal Pengabdian Kepada Masyarakat
Publisher : YAYASAN HAMJAH DIHA bekerjasama dengan PENA INSTITUTE

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.70004/dedikasi.v4i01.81

Abstract

This community service aims to provide guidance to teachers to optimize learning by creating learning media through the Classpoint application. The implementation of this community service activity is done face-to-face (offline), while adhering to applicable health protocols. The method of implementing community service includes problem identification, presentation by the team of lecturers, question and answer sessions and discussions, as well as direct assistance in the process of making interactive Classpoint media. The media developed through the Classpoint application is expected to motivate students to learn and increase their participation in building knowledge. Training at State Elementary School 14 Cakranegara went smoothly with the assistance of 5 members of the community service team and 2 students who guided 10 participants, thus enabling them to overcome obstacles quickly. The speakers were also highly communicative, providing step-by-step guidance, and ensuring that each participant understood the steps before moving on to the next stage. During the training, the five types of Classpoint application features, such as multiple choice, word cloud, short answer, slide description, and image upload, could be effectively applied.
ANALISIS KEMAMPUAN PESERTA DIDIK DALAM MEMECAHKAN MASALAH BERDASARKAN LANGKAH-LANGKAH POLYA PADA SOAL CERITA MATERI PECAHAN KELAS V DI SDN 3 KORLEKO SELATAN LABUHAN HAJI Tedi Asmwandi; Arjudin; Asri Fauzi
Pendas : Jurnal Ilmiah Pendidikan Dasar Vol. 10 No. 04 (2025): Volume 10 No. 04 Desember 2025 Build
Publisher : Program Studi Pendidikan Guru Sekolah Dasar FKIP Universitas Pasundan

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.23969/jp.v10i04.36032

Abstract

The problem found is that students' ability to solve story problems on fractions is still varied and tends to be low, especially at the stage of implementing the plan and reviewing according to Polya's steps. This study aims to analyze the ability of 5th grade students of SDN 3 Korleko Selatan in solving story problems on fractions based on Polya's steps. Using a descriptive qualitative method with a case study approach. The research subjects consisted of 14 students, where data were collected through tests and interviews with 3 students representing the high, medium, and low ability categories. The results of the study showed varying abilities, high-ability students were able to carry out the four Polya stages systematically, on the contrary, medium and low-ability students experienced significant difficulties, especially at the stage of implementing the plan which was marked by calculation errors, and at the review stage where they tended not to verify the answers. The main conclusion is that students' problem-solving abilities still need to be improved, especially at the implementation and review stages. Therefore, it is recommended that teachers integrate Polya's steps in learning and use models such as Problem-Based Learning for more holistic reinforcement.
Pelatihan Pembuatan Media Pembelajaran Digital Animals Education Berbasis Powert Point Untuk Mengembangkan Inovasi Guru Di SDN 16 Cakranegara Muhammad Sobri; Asri Fauzi; Lalu Wira Zain Amrullah; Aisa Nikmah Rahmatih; Setiani Novitasari
DEDIKASI : Jurnal Pengabdian Kepada Masyarakat Vol. 5 No. 02 (2025): DEDIKASI : Jurnal Pengabdian Kepada Masyarakat
Publisher : YAYASAN HAMJAH DIHA bekerjasama dengan PENA INSTITUTE

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

Abstract

Advancements in technology necessitate that teachers engage in continuous innovation to develop interactive and engaging learning media. However, SDN 16 Cakranegara has encountered challenges in producing learning media in the form of PowerPoint presentations. These difficulties stem primarily from the limited dissemination of knowledge and inadequate training related to the development of PowerPoint-based instructional media. Consequently, this situation poses a significant challenge in enhancing teachers’ competencies in utilizing technology as an effective instructional tool. The purpose of this training program is to support teachers in designing digital learning media entitled Animals Education, developed through PowerPoint, with the aim of fostering students’ interest in learning and enriching their overall learning experiences. Specifically, the objectives of the training are to: (1) equip teachers with technical skills in employing PowerPoint to design interactive instructional media; (2) encourage creativity among teachers in developing innovative pedagogical practices aligned with students’ learning needs; and (3) enhance the quality of instruction through the integration of relevant and engaging digital media.The implementation process consists of several stages, namely dissemination, training, technology application, mentoring, evaluation, and sustainability efforts. It is anticipated that this program will strengthen teachers’ capacity to create more innovative, engaging, and contextually relevant learning experiences in the era of digitalization.The expected output of this community engagement activity is a scholarly article published in an ISSN-accredited journal, Wartadesa (https://jwd.unram.ac.id/index.php/jwd). Additionally, the training is expected to produce a tangible product in the form of digital learning media developed using PowerPoint.