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Digital Literacy Competency of Primary School Teacher Education Department Student as the Demands of 21st Century Learning Isrokatun, I.; Pradita, Avi Andini; Ummah, Sylvia Alfaeni; Amalia, Dita Yessi; Salsabila, Novia Shafa
Mimbar Sekolah Dasar Vol 9, No 3 (2022)
Publisher : Universitas Pendidikan Indonesia

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.53400/mimbar-sd.v9i3.44057

Abstract

The 21st century is the era that involves the use of digital devices. Thus, pre-service teachers demand to have many competencies, which in this case is digital literacy competency. There are four digital literacy competencies: digital skills, digital culture, digital ethics, and digital safety. This study employs a qualitative method of research design with a study case. The data were collected by conducting interviews. The analysis in this study was carried out by making a detailed description of the digital literacy competencies of primary school teacher education students and adding a detailed view of the aspects in the research. The participants in this study were 30 primary school teacher education students at a university in Sumedang Regency. The results reveal that mastering digital skills will help daily life work; mastering digital culture will help preserve culture and protect creation; mastering digital ethics will avoid many conflicts; and mastering digital safety can be aware of many crimes in the digital world. Students as prospective teachers are expected to know, and understand and master digital literacy for future teaching.
Penggunaan Video Animasi untuk Meningkatkan Pengetahuan dan Kesadaran Siswa Sekolah Dasar Terhadap Perundungan Anisa Fiola Karimah; Julia Julia; Prana Dwija Iswara; Ali Ismail; Diah Gusrayani; Isrokatun Isrokatun
Ideguru: Jurnal Karya Ilmiah Guru Vol. 9 No. 1 (2024): Edisi Januari 2024
Publisher : Dinas Pendidikan, Pemuda dan Olahraga Daerah Istimewa Yogyakarta

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.51169/ideguru.v9i1.841

Abstract

Bullying is a problem that can occur in educational settings. The existence of bullying in primary education can be the seed of other forms of violence. The role of educators in schools is needed in an effort to reduce the number of bullying through various strategies. This study aims to determine the effect of using character education-based animated videos on students' understanding based on two aspects, namely knowledge and awareness of bullying. The research subjects were high school students in Sumedang Regency. This study used a quantitative approach with a one group pretest-posttest design. The data collection instrument was a test administered to 96 students to measure the level of knowledge and awareness about bullying. The results of the paired t-test showed that the knowledge aspect obtained a value of p<0.05 (0.00<0.05) and the awareness aspect obtained a value of p<0.05 (0.00<0.05), meaning that there was a difference between the average score of the pre-test and post-test scores from the knowledge and awareness aspects. The use of character education-based animated videos significantly improved the knowledge and awareness of high school students towards bullying behavior.
Pengembangan Media Pembelajaran VG-Plant Berbasis Articulate Storyline 3 pada Materi Perkembangbiakan Tumbuhan Kelas IV Viena Aunillah Carl Vinson; I. Isrokatun; Ali Ismail
Ideguru: Jurnal Karya Ilmiah Guru Vol. 9 No. 2 (2024): Edisi Mei 2024
Publisher : Dinas Pendidikan, Pemuda dan Olahraga Daerah Istimewa Yogyakarta

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.51169/ideguru.v9i2.871

Abstract

This study describes the process of developing VG-Plant learning media based on articulate storyline 3 on plant reproduction material in class IV elementary school. The purpose of this research is to determine the feasibility of VG-Plant media through the validation process of experts, measure the perception of media usability, and determine the compatibility of media on several different android version devices. The research was conducted using the Research and Development (R&D) method and the ADDIE model which goes through five stages, namely the analysis, design, development, implementation, and evaluation stages. The subject of this research was 32 fourth grade students and the feasibility of material and media was taken from the validation of experts. The results of this study are VG-Plant learning media relevant to the needs of the science learning process in grade IV on plant reproduction material. VG-Plant media design is made in the form of a.apk file. VG-Plant media is calculated using the Content Validity Index (CVI) and has the feasibility of content and media quality with a scale of 1 and in the "relevant and feasible to use" category. Then, the usability of VG-Plant media is categorized as "Excellent" with a value of 88 which is calculated using the System Usability Scale (SUS) questionnaire. And VG-Plant media has met compatibility standards in the aspects of adaptability and installability with a test percentage of 100% on several android versions. Thus, it can be concluded that VG-Plant media is feasible to use and can be operated on all devices with android specifications version 6 to android version 13.
Pembelajaran Team Games Tournament Berbantuan Math Quiz untuk Meningkatkan Pemahaman Matematis pada Materi Penjumlahan Pecahan Campuran Siswa Kelas V SD Dina Laelatul Fadhilah; I. Isrokatun; Aah Ahmad Syahid
Ideguru: Jurnal Karya Ilmiah Guru Vol. 9 No. 2 (2024): Edisi Mei 2024
Publisher : Dinas Pendidikan, Pemuda dan Olahraga Daerah Istimewa Yogyakarta

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.51169/ideguru.v9i2.969

Abstract

Penelitian ini bertujuan untuk mengetahui seberapa besar peningkatan pemahaman matematis penjumlahan pecahan campuran siswa kelas V SD melalui pembelajaran Team Games Tournament (TGT) dengan penggunaan math quiz. Penelitian ini merupakan penelitian kuantitatif dengan desain penelitian berupa quasi eksperimen pretest-posttest non-equivalent control group design. Desain ini mempunyai kelompok kontrol, tetapi tidak dapat berfungsi sepenuhnya untuk mengontrol variabel-variabel luar yang mempengaruhi pelaksanaan eksperimen. Sekolah Dasar di Kabupaten Cirebon menjadi populasi dalam penelitian ini, dengan menggunakan dua sampel penelitian yang dipilih secara acak, yaitu SDN 1 Kebarepan dan SDN Tegalwangi 3. Hasil belajar siswa, angket, dan dokumentasi pendukung digunakan untuk mengumpulkan data penelitian ini. Setelah data terkumpul data dianalisis dengan menggunakan software SPSS 22 yang memungkinkan pengambilan kesimpulan melalui beberapa tahap antara lain uji prasyarat mutlak, uji paired sample T test, independent sample T test dan dilengkapi melalui hasil uji n-gain. Hasil penelitian ini menyatakan bahwa pembelajaran Teams Games Tournament cukup efektif untuk meningkatkan pemahaman matematis peserta didik pada materi penjumlahan pecahan campuran dibandingkan dengan pembelajaran secara konvensional. Pembelajaran menggunakan TGT berbantuan math quiz mampu menarik serta meningkatkan keaktifan dan semangat peserta didik.
Miskonsepsi Guru Sekolah Dasar Mengenai Pemahaman Pembelajaran Berbasis HOTS Isrokatun Isrokatun; Cucun Sunaengsih; Maulana Maulana; Aah Ahmad Syahid; Dety Amelia Karlina; Popoh Rohaeti
DWIJA CENDEKIA: Jurnal Riset Pedagogik Vol 7, No 3 (2023): December 2023
Publisher : Universitas Sebelas Maret

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.20961/jdc.v7i3.78141

Abstract

Penelitian ini bertujuan untuk melihat adakah miskonsepsi di kalangan guru-guru SD di Kabupaten Sumedang terhadap pemahaman tentang pembelajaran berbasis HOTS. Hal ini sebagai tindak lanjut mulai dilaksanakannya Kurikulum Merdeka di wilayah Jawa Barat, Indonesia. Metode penelitian yang digunakan adalah survei terhadap guru-guru SD yang berada di wilayah Jawa Barat. Ada 172 sampel guru SD, baik laki-laki maupun perempuan yang mengisi survei, berasal dari Kabupaten Majalengka, Kabupaten Cirebon, Bogor, Tasikmalaya, Kota Bandung, Sumedang, Garut, dan wilayah lainnya di Jawa Barat. Instrumen yang digunakan dalam survei terdiri dari 10 pertanyaan dengan pilihan jawaban benar, salah, dan ragu-ragu, serta 2 pertanyaan terbuka, yang diisi melalui aplikasi Google Form. Hasil penelitian menunjukkan bahwa: 1) Masih terdapat miskonsepsi guru SD terhadap pemahaman tentang pembelajaran HOTS (54,7%); dan 2) Para guru SD masih mengalami miskonsepsi antara pemahaman tentang pembelajaran HOTS dan pemahaman tentang soal-soal HOTS. Hasil penelitian ini merekomendasikan pentingnya diadakan semacam seminar dan workshop, bagaimana mengenalkan konsep pembelajaran berbasis HOTS, serta memberikan pemahaman perbedaan mendasar dengan istilah soal-soal HOTS, sebagai bekal dalam mengimplementasikan Kurikulum Merdeka. 
Improving Mathematical Creative Problem Solving Skill of Male and Female Students through Situation-Based Learning Isrok’atun
JPP (Jurnal Pendidikan dan Pembelajaran) Vol. 24 No. 2 (2017)
Publisher : Lembaga Pengembangan Pendidikan dan Pembelajaran, Universitas Negeri Malang in Collaboration with Asosiasi Pendidik dan Pengembang Pendidikan Indonesia (APPI)

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

Abstract

The purpose of this research was to investigate the improvement of male and female students’ mathematical Creative Problem Solving (CPS) ability as a result of Situation-Based Learning. The quasi experimental design was used by involving two methods, namely Situation-Based Learning and conventional method. The population of the research was high school students in Central Java Province. The research instrument used in the study was CPS test. The data were analyzed based on the students’ gender. The research resulted in the following conclusions: (1) the improvement of students’ mathematical CPS ability taught under SBL was higher than those who were taught using conventional method based on students’ gender, and (2) there was no interaction between learning model and gender on the improvement of students’ mathematical CPS ability.
Inovasi Pembelajaran Bangun Datar melalui Augmented Reality Berbasis Budaya Lokal dan GeoGebra di Sekolah Dasar Eka Wahyuning Tyas; Isrok'atun; Cucun Sunaengsih
Venn: Journal of Sustainable Innovation on Education, Mathematics and Natural Sciences Vol. 5 No. 4 (2026): MIPA dan dan Pendidikan lingkup MIPA
Publisher : Pusat Studi Bahasa dan Publikasi Ilmiah

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.53696/venn.v5i4.595

Abstract

Pemahaman konsep bangun datar pada siswa sekolah dasar masih menjadi tantangan karena konsep geometri cenderung bersifat abstrak sehingga sulit dipahami melalui pembelajaran konvensional. Penggunaan media pembelajaran berbasis teknologi yang dipadukan dengan budaya lokal menjadi salah satu alternatif untuk menghadirkan pembelajaran yang lebih konkret dan bermakna. Penelitian ini bertujuan menganalisis pengaruh media Augmented Reality berbasis budaya lokal Kabupaten Sumedang dan GeoGebra terhadap pemahaman konsep bangun datar siswa sekolah dasar, sekaligus membandingkan efektivitas kedua media tersebut. Penelitian menggunakan pendekatan kuantitatif dengan metode kuasi eksperimen dan desain non-equivalent pretest-posttest. Subjek penelitian terdiri atas dua kelas IV sekolah dasar di Kecamatan Sumedang Selatan yang memperoleh perlakuan menggunakan media yang berbeda. Data dikumpulkan melalui tes pemahaman konsep, kemudian dianalisis menggunakan uji Wilcoxon, Paired Sample t-Test, Independent Sample t-Test, dan analisis N-Gain. Hasil penelitian menunjukkan bahwa kedua media mampu meningkatkan pemahaman konsep bangun datar siswa. Kelompok yang belajar menggunakan media Augmented Reality berbasis budaya lokal Kabupaten Sumedang memperoleh rata-rata N-Gain sebesar 0,44 dengan kategori sedang, sedangkan kelompok yang menggunakan GeoGebra memperoleh rata-rata N-Gain sebesar 0,27 dengan kategori rendah. Hasil Independent Sample t-Test menghasilkan nilai signifikansi 0,001, yang menunjukkan adanya perbedaan peningkatan pemahaman konsep yang signifikan antara kedua kelompok. Dengan demikian, media Augmented Reality berbasis budaya lokal Kabupaten Sumedang lebih efektif dibandingkan GeoGebra dalam meningkatkan pemahaman konsep bangun datar siswa sekolah dasar. Temuan ini menegaskan bahwa pengintegrasian teknologi digital dengan budaya lokal dapat mendukung terciptanya pembelajaran matematika yang lebih kontekstual, interaktif, dan bermakna.
Co-Authors AA Sudharmawan, AA Aah Ahmad Syahid, Aah Ahmad Aan Komariah Abdurrozak, Rizal Agus Mulyana Agus Mulyana Ali Djamhuri Ali Ismail Aliani, Seli Amalia, Dita Yessi Andriani K, Ria Andriani, Aas Anggarani, Mayang Anggita Putri Alystia Ani Nur Aeni, Ani Nur Anisa Fiola Karimah Aqilah, Benazir Arisandi, Shilfi Arum, Erin Giri Atep Sujana Ayeniah, Vivi Azizah, Nisa Rizky Noer Bunga, Non Cici Sri Haryani Cucun Sunaengsih, Cucun Dadan Djuanda, Dadan Dadang Kurnia, Dadang Darusman, Hera Haerunisa Dea Kania Dela Arwanda Dela Arwanda Delfi, Iftina Desiyanti, Tintin Dewi, Wita Puspita Diah Gusrayani, Diah Dina Laelatul Fadhilah Eka Wahyuning Tyas Ely Fitriani Ely Susanti Endang Solihah Erin Giri Arum Faridah, Nenden Fariz, Irsyad Nur Fatimah, Lutfiah Fatmawati, Finna Fadilla Fauziah, Mila Sri Fazrin, Mutiara Fitriani, Ely Hanbali, Ayala Paska Hanifah, Nurul Alif Hapizah Hartanti, Khanza Khalisha Haryani, Cici Sri Haryanti, Tia Sri Herdiansyah, Mohamad Herman Subarjah Husniah, Giny Nuraeni Indaryanti Indaryanti Irawati, Riana Irawati, Riana Jannah, Iftah Miftahul Jannah, Sri Rodiyatul Jayadinata, Asep Kurnia Jayadinata, Asep Kurnia Julia Julia Julia Julia Julia, J. Juneli, Juni Artha Junianti, Chealsy Kania Mukarromah Karlina, Dety Amelia Khairunnisa, Ajeng Alya Kulsum, Vivi Septiani Leli Yulifar Lia Nur Anggraini Linda Purwanti, Linda Lionar, Uun Listiorini, Anisa Luky Adrianto Lusiani, Resi Maulana Maulana Maulana Maulana Maulana, Maulana Maulana, M. Maulana, M. Maulida, Shelly Ainun Mawaddah, Ilma Meisa Rahayu Mela Minkhatul Maula Melati, Stella Riski Mochammad Imron Awalludin Muhamad Ramdan, Muhamad Muharom, Titan Radiansyah Mukarromah, Kania Nadya Izdamia Rahmi Najah, Naylan Nawangwulan, Mutiara Dwi Nikmah, Syifa Diana Naelin Novianti Novianti, Ersa Nur Aeni, Ani Nurafifah, Tias Siti Nurdinah Hanifah Nurfalah, Evi Nurfitriyana, Yeyen Nurhalimah, N. Nurjanah, Vivi Fauzia Nurlela, Eneng Siti Fatimah Nurrahman, Dennys Shaldy Nuryati, Fitria Olisna, Olisna Pelawi, Eko Lawianta Popoh Rohaeti Pradita, Avi Andini Prana Dwija Iswara, Prana Dwija Priantini, Friska Novita Putri, Maharani Larasati Putri, Sin Sin Larang Puza Halimatu Sa'diyah Rahayu, Ayu Sri Rahayu, Meisa Rahayu, Ninda Ajeng Mustika Rahmah, Ananda Awaliyah Rahmawati, Ayu Wulan Rahmi, Nadya Izdamia Ratna Nindya Regina Lichteria Panjaitan, Regina Lichteria Rika Yulia Rimadhani, Hikmahtin Rohaeti, Popon Rohman, Yusuf Abdul Roningsih, Roningsih Rosdiana, Daniar Rosdiyana, Rosdiyana Rosi Rosmiati Rosmala, Amelia Rosmiati, Rosi Salsabila Baliani Putri Sopian Salsabila, Novia Shafa Sastabila, Nadia Sholeha, Herisa Hardiyanti Silfiani, Sindy Simarmata, Ruth Helen Siska Nurmalasari SITI MARYAM Siti Nur Fatimah Siti Nuraeni, Siti Siti Rukhoyah Fitriyah Sudin, Ali Sunarya, Dede Tatang Suryati, Yustika Indira Syahrani, Yunita Tiar Aulia Maulid Tikamala, Tikamala Ummah, Sylvia Alfaeni Upit Yulianti Upit Yulianti Ushalihah, Annisa Viena Aunillah Carl Vinson Visella, Yusti Arbianti Widyastuti, Linda Wita Puspita Dewi Yedi Kurniadi, Yedi Yeyen Nurfitriyana Yolanda S, Monika Yulandari, Prida Yuliana, Isty Yulianingsih, Yusi Yunita Syahrani