Claim Missing Document
Check
Articles

Desain Baru Model Manajemen Pendidikan Dan Pembelajaran Asik-Kritis-Kreatif-Bermakna Untuk Mewujudkan Pembelajaran Mendalam di Sekolah Wahyudi, Wahyudi; Kusuma, Dani; Winanto, Adi
Scholaria: Jurnal Pendidikan dan Kebudayaan Vol 15 No 2 (2025)
Publisher : Program Studi Pendidikan Guru Sekolah Dasar, Universitas Kristen Satya Wacana

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.24246/j.js.2025.v15.i2.p190-207

Abstract

Penelitian ini bertujuan untuk mengembangkan desain baru model manajemen pendidikan dan pembelajaran mendalam guna mewujudkan pembelajaran yang asik, kritis, kreatif, dan bermakna di sekolah swasta, khususnya sekolah Kristen. Tantangan yang dihadapi sekolah swasta saat ini, antara lain rendahnya daya saing, lemahnya sistem manajerial dan supervisi akademik, serta keterbatasan dalam pemanfaatan teknologi digital, menuntut adanya inovasi dalam pengelolaan dan pelaksanaan pembelajaran. Penelitian ini menggunakan pendekatan penelitian dan pengembangan (Research and Development) dengan mengadaptasi model 4D (Define, Design, Develop, Disseminate) untuk mengembangkan sistem manajemen sekolah berbasis digital, serta model ASSURE untuk merancang proses pembelajaran yang kreatif, partisipatif, dan terintegrasi dengan teknologi. Proses penelitian diawali dengan studi pendahuluan melalui observasi dan FGD untuk mengidentifikasi kebutuhan dan masalah sekolah, yayasan, guru, siswa, serta orang tua. Berdasarkan analisis tersebut, dikembangkanlah dua komponen utama: (1) sistem informasi manajemen interaktif dan ruang kolaboratif digital bagi orang tua dan masyarakat, dan (2) sistem pembelajaran dan ruang kreatif digital untuk guru dan siswa, Validasi ahli dan uji coba terbatas menunjukkan bahwa produk yang dikembangkan memiliki tingkat kepraktisan dan keberterimaan yang tinggi. Hasil penelitian menunjukkan 1) Kemunduran kualitas sekolah dipengaruhi oleh manajemen pengelolaan sekolah, kualitas SDM Kepala Sekolah dan Guru, kualitas Pembelajaran, dan branding dan penciri sekolah, 2) Ruang dan kesempatan kreatif dalam bentuk website interaktif dan e-learning berbasis 3CM learning memberikan fasilitas kepala sekolah melakukan manajemen sekolah khususnya manajemen pembelajaran, promosi dan branding sekolah melalui hasil kreatif guru dan siswa dari hasil pembelajaran, 3) Kreativitas dalam menghasilkan karya kreatif muncul dan tumbuh karena adanya kesempatan melakukan budaya kreatif dan ada ruang untuk mempublish karya kreatif, dan 4) Aktivitas pembelajaran yang dikembangkan dengan model pembelajaran 3CM learning memberikan kesempatan siswa mengalami pembelajaran mendalam dan meningkatkan kemampuan berpikir Tingkat tinggi (HOTS).
Pengembangan Media Pembelajaran Berbasis Game Mobile Galatya (Galileo Jelajah Tata Surya) Untuk Meningkatkan Motivasi Dan Hasil Belajar Peserta Didik Kelas Vi Sd Dewi, Grace Anggraeni; Winanto, Adi
Jurnal Pendidikan Indonesia Vol. 6 No. 7 (2025): Jurnal Pendidikan Indonesia
Publisher : Publikasi Indonesia

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.59141/japendi.v6i7.8480

Abstract

This research aims to develop a mobile game-based learning media with the title GALATYA (Galileo Jelajah Solar System) to improve the motivation and learning outcomes of grade VI elementary school students as the main topic in the research. The development method used is Research and Development (R&D) with three main stages including preliminary study, product development, and product testing. Data collection was carried out by three techniques, namely school observation, learning motivation questionnaires by students and teachers, and initial tests before media use and final tests after media use. The validation results by the material expert showed a score of 97% so it was included in the very feasible category, while the validation results of learning media experts obtained a score of 95% so that it was included in the very feasible category. The effectiveness of the product was tested using the Independent sample T-test, which showed a significant difference between the experimental class and the control class. Based on the results of the research, Galatya's learning media was proven to be valid based on the results of validation from material experts, media experts, and educators. In addition, Galatya is effective in improving student learning outcomes based on the independent sample t-test which shows significant differences between the experimental clas and the control class.
Penerapan model problem-based learning berbantuan media konkret dalam meningkatkan hasil belajar materi bangun ruang kelas II sekolah dasar Felianti, Eunike Steni; Winanto, Adi
Trihayu: Jurnal Pendidikan Ke-SD-an Vol 11 No 2 (2025): Trihayu: Jurnal Pendidikan Ke-SD-an
Publisher : Universitas Sarjanawiyata Tamansiswa

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.30738/trihayu.v11i2.18384

Abstract

The selection of learning models and the use of appropriate learning media can affect student learning outcomes. The problem faced in class II SDK Satya Wacana is that student learning outcomes that achieve KKM are only 50%. This study aims to improve student learning outcomes in class II by implementing a problem-based learning model assisted by concrete media. The research method is Classroom Action Research. This study was conducted in 2 cycles with stages of planning, implementation, observation and reflection. The research subjects were conducted in class II with 22 students. Data collection was carried out by interviewing and observing student learning outcomes using the problem-based learning model. The results obtained: Student learning outcomes in cycle I: The percentage of student learning outcome completion is 68%. In cycle II, student learning outcomes with the problem-based learning model experienced changes and improvements by showing student learning outcomes with a percentage of completion reaching 86%. Based on the results obtained, it can be said that the problem-based learning model assisted by concrete media can improve student learning outcomes in mathematics material in class II SDK Satya Wacana Salatiga
Pengembangan Media Pembelajaran Pop Up Book Materi Sistem Tata Surya Untuk Meningkatkan Hasil Belajar Peserta Didik Kelas VI SD Kinanthi, Glori; Winanto, Adi
Innovative: Journal Of Social Science Research Vol. 3 No. 5 (2023): Innovative: Journal of Social Science Research
Publisher : Universitas Pahlawan Tuanku Tambusai

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

Abstract

Penelitian ini bertujuan untuk mengembangkan media pembelajaran berupa buku pop-up dalam pembelajaran materi sistem tata surya untuk siswa kelas VI SD, mengetahui kevalidan media pembelajaran, dan mengetahui tingkat keefektifan media pembelajaran pop up book dengan materi tata surya untuk meningkatkan hasil belajar peserta didik. Metode pengembangan yang digunakan adalah Research and Development (R&D) dengan melibatkan tahap perencanaan, pengembangan, evaluasi, dan revisi. Pengumpulan data dilakukan melalui pretest sebelum penggunaan media, pemberian materi menggunakan media buku pop-up, dan posttest setelah penggunaan media. Hasil validasi dari ahli materi mendapatkan skor 100% sehingga termasuk dalam kategori sangat tinggi. Serta hasil validasi ahli media pembelajaranmemperoeh skor 95% sehingga termasuk dalam kategori sangat tinggi Hasil uji N-Gain mendapatkan skor rata-rata 68,24% sehingga termasuk dalam kategori efektif. Maka dapat disimpulkan bahwa terdapat perbedaan yang signifikan antara hasil pretest dan posttest dari hasil belajar siswa kelas 6 SD Negeri Gondang 7. Sehingga media pembelajaran pop up book dengan materi tata susrya terbukti valid dan efektif dalam meningkatkan hasil belajar siswa kelas 6 SD Negeri Gondang 7.
Peningkatan Keterampilan Menulis Teks Prosedur Menggunakan media Gambar Seri pada Kelas IV di SD Negeri Sidorejo Lor 03 Salatiga Nasocha, Afdul; Winanto, Adi
Innovative: Journal Of Social Science Research Vol. 4 No. 4 (2024): Innovative: Journal Of Social Science Research
Publisher : Universitas Pahlawan Tuanku Tambusai

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.31004/innovative.v4i4.12462

Abstract

Keterampilan menulis merupakan kemampuan dasarĀ  yang harus dikuasai oleh peserta didik. Penelitian ini bertujuan untuk meningkatkan keterampilan menulis teks prosedur dengan menggunakan media gambar seri pada siswa Kelas 4 SDN Sidorejo lor 03 kota Salatiga. Penelitian tindakan kelas ini dilaksanakan dalam dua siklus mengajar. Dalam siklusnya terdiri dari empat tahapan yaitu perencanaan, pelaksanaan, observasi dan refleksi. Instrumen penelitian yang digunakan adalah penilaian keterampilan menulis teks prosedur. Data yang diperoleh dalam penelitian ini di analisis secara kuantitatif. Hasil penelitian ini menunjukan bahwa penggunaan media penggunaan media gambar seri dapat meningkatkan keterampilan menulis teks prosedur siswa kelas IV SDN Sidorejo Lor 03 Kota Salatiga. Hal ini ditunjukan dari hasil ketuntasan siswa dalam menulis teks prosedur pada siklus I sebanyak 54% menjadi 86% pada siklus II.
PERBEDAAN EFEKTIVITAS MODEL PEMBELAJARAN KOOPERATIF TIPE STUDENT TEAMS ACHIEVEMENT DIVISION (STAD) DAN TIPE JIGSAW TERHADAP HASIL BELAJAR MATEMATIKA PADA MATERI PECAHAN KELAS IV SD Suryaningrum, Sekar Sari; Winanto, Adi
Euclid Vol 10 No 1 (2023)
Publisher : Universitas Swadaya Gunung Jati.

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.33603/e.v10i1.8547

Abstract

Pembelajaran matematika dikategorikan pelajaran yang sulit dipelajari dan dipahami siswa. Penelitian bertujuan mengetahui perbedaan hasil belajar penerapan model pembelajaran kooperatif tipe STAD dengan tipe Jigsaw pada matematika materi pecahan IV SD. Model pembelajaran kooperatif STAD dan tipe Jigsaw sebagai variabel bebas dan hasil belajar matematika materi pecahan kelas IV SD sebagai variabel terikat. Sampel yang digunakan yaitu siswa kelas IVA dan IVB SD Negeri 2 Ngadirejo yang masing-masing berjumlah 22 siswa. Teknik pengumpulan data yaitu teknik observasi dan tes. Observasi digunakan untuk mengetahui proses pelaksanaan dan kesesuaian pembelajaran yang telah direncanakan, sedangkan tes digunakan sebagai alat ukur mengenai hasil belajar siswa. Jenis tes yang digunakan yaitu tes sumatif dari pretest dan posttest. Analisis data hasil belajar menggunakan uji T dengan bantuan SPSS 25 for Windows menunjukkan bahwa equal variances assumed dengan nilai sig (2-tailed) sebesar 0,019, dimana signifikansi < 0,05, bearti terdapat perbedaan hasil belajar matematika pada materi pecahan kelas IV SD antara model pembelajaran kooperatif STAD dan tipe Jigsaw.Kata Kunci. STAD dan Jigsaw, Hasil Belajar, Matematika
Improving Socio-Emotional Competence of Grade IV Elementary School Students by Implementing Traditional Games in Learning Widyananti, Tri; Winanto, Adi
Tunas: Jurnal Pendidikan Guru Sekolah Dasar Vol. 10 No. 1 (2024): Tunas: Jurnal Pendidikan Guru Sekolah Dasar
Publisher : Institute for Research and Community Services Universitas Muhammadiyah Palangkaraya

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.33084/tunas.v10i1.9085

Abstract

Background: Social-emotional competence is important in fostering children's development, because it can help children to solve problems, increase prosocial behavior, build good relationships, and adapt to increasingly large and complex demands. Aim: This research aims to improve the social emotional competence of students in class 4 of SD Negeri Kutowinangun Salatiga with social emotional learning. Method: The type of research used is Classroom Action Research. The subjects of this research were all 22 Keas IV students at SD Negeri Kutowinangun Salatiga for the 2023/2024 academic year. Result and Discussions: The research results showed a significant increase in students' social emotional competence and activeness. At the pre-cycle stage, many students are less active and unable to control their emotions well. However, through traditional implementation, there was an increase in the average score in both social emotional competence and student activity. Cycle 1 shows an increase from the very poor category to poor, while cycle 2 shows a further increase to the good category. Traditional games have proven effective in improving students' social interaction, cooperation and communication skills. Conclusions: This research shows that traditional games can be a fun and effective learning tool, helping students develop various competencies and control emotions in a relaxed and interactive atmosphere. Therefore, the research was stopped in cycle 2 because it had achieved the expected results.
The use of Word Wall Learning Media in Science Learning to Improve The Learning Outcomes of Class 5c Students of Elementary School Kutowinangun 01 Salatiga Saputro, Andreas Paska Suryo; Winanto, Adi
Tunas: Jurnal Pendidikan Guru Sekolah Dasar Vol. 10 No. 1 (2024): Tunas: Jurnal Pendidikan Guru Sekolah Dasar
Publisher : Institute for Research and Community Services Universitas Muhammadiyah Palangkaraya

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.33084/tunas.v10i1.9098

Abstract

Word walls are visual games that help students remember material easily, retain knowledge, and make learning fun. This research aims to improve student learning outcomes by implementing word walls in learning in class V. This research uses Classroom Action Research. The research informants consisted of 20 students of class V SD Kutowinangun 01 Salatiga, with details of 10 boys and 10 girls. Data collection techniques through observation and tests. The results of this research show an average score of 57.5% in the pre-cycle, far below the school's minimum standard of 75%. In the first cycle, student learning outcomes using the Word Wall approach showed improvement, but had not yet reached the minimum standard. The average student score increased from 61 in the 1st cycle 1 meeting test to 66.5 in the 2nd cycle 1st meeting learning outcomes. The number of students who got a score that reached the minimum standard was 60%, but the first cycle was considered not yet completed because the passing percentage had not yet reached 75%. In the second cycle, similar actions were carried out, and cycle 2 got better results. The average student score increased to 71 in the learning results of the 1st cycle 2 meeting test, but they still did not achieve success because only 60% of students passed. Finally, at the second meeting of the second cycle, the students' average score increased to 77%, meaning that the learning action using the word wall was successful and exceeded the minimum standard.
Pengembangan Media Pembelajaran Berbasis Game Mobile Galatya (Galileo Jelajah Tata Surya) Untuk Meningkatkan Motivasi Dan Hasil Belajar Peserta Didik Kelas Vi Sd Dewi, Grace Anggraeni; Winanto, Adi
Jurnal Pendidikan Indonesia Vol. 6 No. 7 (2025): Jurnal Pendidikan Indonesia
Publisher : Publikasi Indonesia

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.59141/japendi.v6i7.8480

Abstract

This research aims to develop a mobile game-based learning media with the title GALATYA (Galileo Jelajah Solar System) to improve the motivation and learning outcomes of grade VI elementary school students as the main topic in the research. The development method used is Research and Development (R&D) with three main stages including preliminary study, product development, and product testing. Data collection was carried out by three techniques, namely school observation, learning motivation questionnaires by students and teachers, and initial tests before media use and final tests after media use. The validation results by the material expert showed a score of 97% so it was included in the very feasible category, while the validation results of learning media experts obtained a score of 95% so that it was included in the very feasible category. The effectiveness of the product was tested using the Independent sample T-test, which showed a significant difference between the experimental class and the control class. Based on the results of the research, Galatya's learning media was proven to be valid based on the results of validation from material experts, media experts, and educators. In addition, Galatya is effective in improving student learning outcomes based on the independent sample t-test which shows significant differences between the experimental clas and the control class.
PENGEMBANGAN MEDIA E-KOMPAS (ELEKTRONIK KOMIK IPAS) MATERI WUJUD ZAT DAN PERUBAHANNYA UNTUK MENINGKATKAN KEMAMPUAN BERPIKIR KRITIS DAN HASIL BELAJAR PESERTA DIDIK KELAS IV SD Juwita Kumala Sari Anne; Adi Winanto
Pendas : Jurnal Ilmiah Pendidikan Dasar Vol. 9 No. 04 (2024): Volume 09 No. 04, Desember 2024.
Publisher : Program Studi Pendidikan Guru Sekolah Dasar FKIP Universitas Pasundan

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.23969/jp.v9i04.18208

Abstract

This study aims to develop E-KOMPAS media to improve critical thinking skills and learning outcomes. This research uses the type of R&D with the ADDIE model with five stages. The feasibility of E-KOMPAS is measured by using validation tests by material and media experts. The effectiveness of E-KOMPAS media is measured by t-test between pretest and posttest. Meanwhile, the practicality of E-KOMPAS media uses teacher and student response questionnaires. Product feasibility tests by material experts obtained an average value of 98% with a very feasible category and feasibility by media experts obtained 97.3% with a very feasible category. The level of practicality obtained an average of 95% with a very practical category. Then in the t-test known sig. (2-tailed) of 0.000 which means there is a difference between pretest and posttest. The results of research and development of E-KOMPAS media are declared feasible, effective, and practical to improve critical thinking skills and learning outcomes of grade IV elementary school students.