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PENGEMBANGAN MEDIA POP UP BOOK METAMORFOSIS HEWAN PADA PEMBELAJARAN IPAS UNTUK MENINGKATKAN MINAT DAN HASIL BELAJAR SISWA KELAS IV SD Kezia Supraba, Gones; Winanto, Adi
Pendas : Jurnal Ilmiah Pendidikan Dasar Vol. 9 No. 3 (2024): Volume 09 No. 03 September 2024 In 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.v9i3.16097

Abstract

The purpose of this research is to develop Pop Up Book media on animal metamorphosis in IPAS learning that is feasible and effective to increase students' interest and learning outcomes. This research uses the ADDIE model (Analysis, Design, Development, Implementation and Evaluation). This Pop Up Book learning media has gone through several stages of testing, such as product validity tests, feasibility tests, and media effectiveness tests. The subjects of this study amounted to 26 fourth grade students. This study shows the results of validation testing by media experts with an average percentage of 98% and the results of validation testing by material experts with an average of 93%, so that the results of media and material expert validation testing are categorized as feasible, not revised. The results of the average pre test of 65 and the average post test of 76.5 show an increase as well as the results of the average percentage of interest questionnaires before treatment 67% and for the percentage of interest questionnaires after treatment 79%. So it can be said that this Pop Up Book media is feasible and effective to use for learning.  
PENGEMBANGAN MEDIA FUN THINKERS BOOK (FTB) PADA MATERI WUJUD ZAT DAN PERUBAHANNYA UNTUK MENINGKATKAN MINAT DAN HASIL BELAJAR SISWA KELAS IV SEKOLAH DASAR Supusepa, Riski Aprilia; Winanto, Adi
Pendas : Jurnal Ilmiah Pendidikan Dasar Vol. 9 No. 3 (2024): Volume 09 No. 03 September 2024 In 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.v9i3.18080

Abstract

Penelitian ini bertujuan untuk mengembangkan media interaktif yang berbentuk buku dan bingkai peraga yang bernama Fun Thinkers Book (FTB). Selain itu, penelitian ini juga bertujuan untuk mengetahui kelayakan dan keefektifan media Fun Thinkers Book (FTB) yang dikembangkan. Penelitian ini merupakan jenis penelitian Research and Development (R&D) dengan model ADDIE. Pada penelitian pengembangan ini diukur kelayakan medianya melalui ahli materi dan media. Hasil kelayakan materi sebesar 96% yang artinya materi di dalam media FTB termasuk kategori sangat baik dan kelayakan dari aspek media sebesar 90,9% yang artinya media FTB termasuk kategori sangat baik. Kemudian, keefektifan produk Fun Thinkers Book (FTB) ini menunjukan pada diperoleh hasil uji t diperoleh nilai Sig. (2-tailed) sebesar 0.000. Hal tersebut menunjukan bahwa nilai Sig. (2-tailed) < 0.05, maka Ho ditolak dan Ha diterima. Hasil tersebut menunjukan bahwa terdapat perbedaan rata-rata hasil belajar pretest dan posttest yang signifikan, artinya terdapat pengaruh dalam penggunaan media pembelajaran Fun Thinkers Book (FTB) efektif dalam meningkatkan minat dan hasil belajar siswa kelas IV SD.
Improving Socio-Emotional Competence of Grade IV Elementary School Students by Implementing Traditional Games in Learning Tri Widyananti; Adi Winanto
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 Andreas Paska Suryo Saputro; Adi Winanto
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.
Web-based Creative Learning and Information System for Rebranding Christian Schools Wahyudi; Dani Kusuma; Adi Winanto
Jurnal Pendidikan Indonesia Vol 13 No 2 (2024): June
Publisher : Lembaga Penelitian dan Pengabdian kepada Masyarakat

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.23887/jpiundiksha.v13i2.73855

Abstract

The decline in the number of prospective students entering private schools is due to weak school management, the quality of teacher human resources, and the declining reputation of the school. This research aims to rebrand the Christian school by providing a school management information system, a creative space for teachers and students as innovative learning resources and materials, and an open space for churches and parents. The subjects involved were 54 audiences. The data collection methods used were observation, documentation, and interviews. The instruments used are observation sheets, school data documentation guides, interview guides, expert assessment forms for the products developed, limited trial and broad trial assessment forms, and product implementation effectiveness tests with the T-Test one group design test. After the data was collected, it was analyzed using qualitative data analysis techniques. This research is a development research using 4D and ASSURE design. The results showed a significant difference in the average score of teacher creativity before and after using SIMaS-Rg. So, SIMaS-Rg Kreatif proved to be practical and effective. This research is expected to improve the quality of education in Christian schools and attract more students to enrol, thus supporting the revival and progress of Christian schools in this digital era.
Local Wisdom Gaming for Understanding and Interesting (Lossing Saddler) in Learning Magnet in Lentera Elementary School Syntyche Riyani; Wahyu Hari Kristiyanto; Adi Winanto
Jurnal Penelitian Pendidikan IPA Vol 11 No 5 (2025): May
Publisher : Postgraduate, University of Mataram

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.29303/jppipa.v11i5.11148

Abstract

This study was motivated by students' low understanding of IPAS (Natural and Social Sciences) material and difficulties during group discussions. Most students only enjoyed the practical activities and felt burdened by the notes that had to be memorised. Based on interviews with 50 students, it was found that confusion and the burden of memorisation were the main obstacles. To overcome this, the researcher developed the ‘LOSSING SADDLER’ (Local wisdom gaming for understanding and interesting learning combine with guessing word) method to improve the understanding of magnetic concepts and interest in learning IPAS in Phase C students. The research subjects included Grade V students of SD Kristen Lentera Ambarawa as the experimental class and students from six learning community primary schools in Semarang Regency as the comparison. Data were collected through unstructured interviews, documentation, tests and observations, and analysed descriptively quantitatively. This study aims to determine the effect of the ‘LOSSING SADDLER’ method on the understanding of magnetic material and the increase in student learning motivation. The expected results show that this method is able to increase students' understanding and interest in IPAS learning through a fun and meaningful approach.
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.
EFEKTIVITAS MODEL PEMBELAJARAN DISCOVERY LEARNING DAN PROBLEM BASED LEARNING TERHADAP KEMANDIRIAN BELAJAR IPAS SISWA KELAS IV SEKOLAH DASAR Jonathan Budi Panjalu; Adi Winanto
Pendas : Jurnal Ilmiah Pendidikan Dasar Vol. 10 No. 01 (2025): Volume 10 Nomor 1, Maret 2025
Publisher : Program Studi Pendidikan Guru Sekolah Dasar FKIP Universitas Pasundan

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.23969/jp.v10i01.22945

Abstract

This research aims to determine the difference in the effectiveness of the Discovery Learning and Problem Based Learning learning models on student learning independence in grade IV elementary school science subjects. Learning independence is defined as a student's ability to manage, direct and control the learning process independently, including initiative, sense of responsibility, self-confidence, discipline, self-management, self-direction, self-control. The research method used was an experiment with a nonequivalent control group design, involving two groups, one using the Problem Based Learning (PBL) model while one group using Discovery Learning (DL). Data was collected through observation and learning independence questionnaires. Data analysis was carried out by testing differences in learning independence after taking action with the PBL and DL learning models. The research results show that there are differences in learning independence between the two models.
PENGARUH MEDIA SWORDS DALAM MENINGKATKAN HASIL BELAJAR SISWA SD DENGAN MENGGUNAKAN MODEL PEMBELAJARAN ONCE Dani Darmawan; Kinda Makdalena Eliasar; Henny Dewi Koeswanti; Adi Winanto
Pendas : Jurnal Ilmiah Pendidikan Dasar Vol. 10 No. 01 (2025): Volume 10 Nomor 1, Maret 2025
Publisher : Program Studi Pendidikan Guru Sekolah Dasar FKIP Universitas Pasundan

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.23969/jp.v10i01.23324

Abstract

This research aims to determine the influence of SMORDS media in improving elementary school student learning outcomes using the ONCE learning model. By using a type of classroom action research (PTK) and the methods used in collecting data are observation and interviews. This research was conducted at SD Negeri Salatiga 06 with a sample of two classes, namely classes VI A and VI B. The results of this research can be seen that after providing material treatment using Smart Words (SMORDS) media in Indonesian language learning, students were able to develop critical thinking skills, creativity and improve their learning outcomes as evidenced by the results of evaluation tests carried out which resulted in students getting a score of 81-100 and a percentage of 60%.
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).