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“Pengembangan E-modul KPK dan FPB Berbasis Realistic Mathematics Education untuk Meningkatkan Motivasi Belajar Siswa Kelas IV SDN Karang Anyar 03 Pagi Jakarta Pusat” Salsabila Dwi Safitry; Rossi Iskandar
Journal on Education Vol 5 No 3 (2023): Journal on Education: Volume 5 Nomor 3 Tahun 2023
Publisher : Departement of Mathematics Education

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.31004/joe.v5i3.1729

Abstract

The purpose of this research and development is to produce a learning design product that can be used as an alternative for students, which can be used for independent learning, so that it can increase student learning motivation in class, namely E-modules. This research and development was carried out at SDN Karang Anyar 03 Pagi, Central Jakarta. This research and development uses the ADDIE model which consists of 5 stages, namely analysis, design, development, implementation, and evaluation. Learning Mathematics with a Realistic Mathematics Education approach that places a problem in Mathematics Learning in the daily life of students, so that it can make it easier for students to receive material and provide direct experience with individual student experiences. The eligibility of design experts is 83% in the feasible category, the eligibility of linguists is 96% in the feasible category, the eligibility of material experts is 95% in the feasible category, and the effectiveness of the pretest with a score Based on the overall results by the validator and students declared feasible to be implemented in the learning process students independently.
Pengembangan Media Pembelajaran Powerpoint Interaktif dalam Pembelajaran Tematik untuk Meningkatkan Hasil Belajar Kognitif Siswa di Kelas V Sekolah Dasar Amalia Maharani Putri; Rossi Iskandar
Journal on Education Vol 5 No 3 (2023): Journal on Education: Volume 5 Nomor 3 Tahun 2023
Publisher : Departement of Mathematics Education

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.31004/joe.v5i3.1760

Abstract

This study aims to develop interactive powerpoint learning media in thematic learning for class V elementary school. The research subjects were in class V SDN Karang Anyar 03 Pagi with a total of 31 students. Validation was carried out by experts (design experts and material experts), class teachers, and individual students (3 students), small groups (10 people), and field trials. This study uses research and development (R&D) methods with the Dick & Carey model which includes 10 steps. The results of this study were design experts 89.4%, material experts 84.6%, class V teachers 82.4%, and students 93.5% with a very decent category. And students' cognitive learning outcomes can be seen from the results of the pre-test and post-test, where the average value of the test results has increased with a pre-test result of 60.6 and a post-test result of 80.3. Based on these data it can be concluded that interactive powerpoint learning media is feasible and effective for use in thematic learning of class V elementary schools.
Building the character of unity through a STEAM approach in elementary schools Yayuk Hidayah; Rossi Iskandar; Intan Kusmayanti; Nadya Putri Saylendra
Jurnal Geuthèë: Penelitian Multidisiplin Vol 6, No 1 (2023): Jurnal Geuthèë: Penelitian Multidisiplin
Publisher : Geuthèë Institute, Aceh

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.52626/jg.v6i1.197

Abstract

Using the STEAM approach in civics education in elementary schools is an idea to update students' skills in building a unified character by using STEAM in Civics. In particular, this study aims to analyze, study and explore the building of the character of unity using the STEAM approach in civics education in elementary schools. This study uses a qualitative literature study. After conducting the study, the researcher can confirm that building the character of unity in civics education in Elementary Schools by using the STEAM approach can be emphasized in two stages, namely 1) Strengthening civics education in STEAM-based Elementary Schools, 2) The character of the 3rd precept through STEAM in civics education in Elementary Schools . The conclusion of this study is that the STEAM approach in PPKn in Elementary Schools will begin to be applied, especially in facing the new normal era in the world of education.
Leadership Literacy in the Digital Era : A Study of Teacher and Student Understanding Rossi Iskandar; Rudi Setiawan; Arifin Maksum; Jasmin Nisphia; Winda Amelia
Jurnal Kependidikan: Jurnal Hasil Penelitian dan Kajian Kepustakaan di Bidang Pendidikan, Pengajaran dan Pembelajaran Vol 9, No 3 (2023): September
Publisher : Universitas Pendidikan Mandalika (UNDIKMA)

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.33394/jk.v9i3.8674

Abstract

This research aims to analyze the understanding of technology-based leadership literacy in elementary schools. The research used a descriptive method with a qualitative approach, involving elementary school teachers and students in West Jawa as subjects. Primary data was gathered through interviews, observations, surveys, and documentation, while secondary data was sourced from previous studies by other researchers. Nvivo12 software was utilized for data analysis. The research findings revealed that literacy in the digital era is very important to teach students from an early age to build superior student character. Literacy skills in the digital era will encourage students to have competence in solving problems, broad insight, and be critical and creative in carrying out their activities.
Empowering entrepreneurship competences through socialization of educational entrepreneurship for elementary school teachers in Jakarta Arita Marini; Desy Safitri; Ika Lestari; Musril Zahari; Rossi Iskandar; Ajat Sudrajat; Sri Nuraini; Taufik Rihatno; Yustia Suntari; Maratun Nafiah; Rosinar Siregar
Journal of Community Service and Empowerment Vol. 3 No. 1 (2022): April
Publisher : Universitas Muhammadiyah Malang

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.22219/jcse.v3i1.18144

Abstract

Partner of this international collaboration of community service is Konstanz University of Applied Sciences in Germany, Prof. Dr. Christian von Lübke, to be invited to collaborate in giving socialization about educational entrepreneurship for elementary school teachers in the province of Jakarta Indonesia.  The target of this community service is elementary school teachers in the Province of Jakarta Indonesia.  The socialization of educational entrepreneurship for elementary school teachers was done to develop entrepreneurship competences of elementary school teachers in the Province of Jakarta Indonesia, the solution undertaken was socialization of educational entrepreneurship.  The methods used in conducting this international collaboration of community service were cooperative learning, problem-based learning, and giving assignments.  This socialization was conducted through video conferences in the form of learning activities to improve the competence in educational entrepreneurship for elementary school teachers in the province of Jakarta Indonesia. The socialization of educational entrepreneurship given is related to developing entrepreneurial interest with appropriate learning activity programs. This international collaboration of community service was conducted at elementary schools in the Province of Jakarta Indonesia because those elementary schools are regularly empowered by Universitas Negeri Jakarta.  Based on evaluation measurement, teachers’ interest in entrepreneurship education reached 86,75 % and the average satisfaction level of participants were 94%. 
Analisis Keterampilan Berbicara Siswa Melalui Pantun di Sekolah Dasar Larosa, Ayu Saradina; Iskandar, Rossi
Jurnal Basicedu Vol. 5 No. 5 (2021)
Publisher : Universitas Pahlawan Tuanku Tambusai

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.31004/basicedu.v5i5.1207

Abstract

Berbicara adalah sesuatu kegiatan yang penting dalam kehidupan manusia karena berbicara adalah salah satu cara manusia dalam menyampaikan keinginan atau gagasan yang dipikirkan. Keterampilan berbicara adalah keterampilan memproduksi arus sistem bunyi artikulasi yang digunakan untuk mengapresiasi, menyampaikan gagasan, kehendak, perasaan, atau keinginan sesuai dengan konteks yang sedang dihadapi pembaca. Namun, untuk menilai keterampilan berbicara pada siswa adalah hal yang sulit dibandingkan dengan kemampuan berbahasa lainnya. Metode yang digunakan pada penelitian ini adalah kualitatif deskriptif menggunakan pantun sebagai media dalam pengamatan. Subjek penelitian ini adalah guru dan siswa kelas V sekolah dasar SDN Pengadegan 07 Pagi. Data didapatkan dari observasi, wawancara, dan angket. Data yang didapatkan dilakukan pengecekan data, penyandian data, klarifikasi, koreksi, dan disajikan dengan baik. Teknik analisis yang digunakan berdasarkan teori Miles dan Huberman yang meliputi (1) koleksi data, (2) reduksi data, (3) menampilkan data, (4) kesimpulan/verifikasi. Hasil penelitian ini adalah keterampilan berbicara di SDN Pengadegan 07 Pagi melalui pantun siswa dapat menyampaikan ide utama dengan baik, mayoritas anak telah memberikan ide utamanya namun artikulasi dan intonasi kurang baik. Kelebihan dari keterampilan berbicara melalui pantun adalah siswa dapat menyampaikan ide utema lebih kreatif, berbicara dengan lantang, lugas, temponya baik, dan mudah dipahami. Kekurangan keterampilan berbicara melalui pantun adalah kurangnya reaksi dari pendengar karena melalui daring, nada baca dan tempo monoton, dan terdapat siswa yang kurang baik intonasinya. Keterbatasan penelitian ini adalah proses penelitian ini berlangsung melalui daring dikarenakan pandemi Covid-19. Peneliti berharap penelitian selanjutnya dapat dilakukan secara tatap muka langsung dan menggunakan subjek yang lebih variatif.
Analisis Tingkat Kecanduan Bermain Game Online terhadap Siswa Sekolah Dasar kurnada, Nada; Iskandar, Rossi
Jurnal Basicedu Vol. 5 No. 6 (2021)
Publisher : Universitas Pahlawan Tuanku Tambusai

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.31004/basicedu.v5i6.1738

Abstract

Pembelajaran daring menyebabkan siswa sekolah dasar mengenal yang namanya Game online. Game online merupakan permainan yang terhubung dengan jaringan internet. Game online dimasa sekarang bahkan sudah menjadi gaya hidup bagi siswa sekolah dasar, sudah banyak ditemukannya siswa yang kecanduan bermain game online, hal ini yang menyebabkan menurunnya hasil belajar siswa. Tujuan penelitian ini adalah untuk menganalisis bagaimana siswa yang kecanduan bermain game online. Metode yang digunakan adalah metode analisis deskriptif dengan teknik pengumpulan data menggunakan teknik observasi, wawancara, angket dan studi dokumentasi. Teknik analisis data penelitian ini menggunakan teknik pengumpulan data, reduksi data, penyimpulan data dan penyajian data. Subjek yang digunakan pada penelitian ini yaitu siswa kelas 4, guru ditempat penelitian dan orang tua siswa. Hasil penelitian menunjukan bahwa sebagian besar pengguna game online pada kalangan siswa sekolah dasar merupakan pecandu game online dan mempengaruhi hasil belajar siswa yang meliputi ranah kognitif, afektif dan psikomotorik. Kesimpulan pada penelitian ini game online tidak akan berdampak buruk jika digunakan sesuai porsinya, akan tetapi akan berdampak buruk dan berpengaruh terhadap hasil belajar jika digunakan secara berlebihan
Analisis Nilai Proaktif dalam 7 Habits Menggunakan Metode Pembelajaran Inkuiri Siswa Sekolah Dasar Nafisa, Mazya; Iskandar, Rossi
Jurnal Basicedu Vol. 6 No. 2 (2022)
Publisher : Universitas Pahlawan Tuanku Tambusai

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.31004/basicedu.v6i2.2087

Abstract

Penelitian ini bertujuan untuk mendeskripsikan nilai Proaktif dalam 7 habits terhadap hasil belajar IPA dengan menggunakan metode pembelajaran Inkuiri pada siswa kelas IV A SDS Yasporbi III.  Jenis penelitian ini adalah penelitian kualitatif. Subjek penelitian ini adalah siswa kelas IV A SDS Yasporbi III sebanyak 12 orang dari 23 siswa. Hasil penelitian melalui questioner siswa menunjukkan bahwa 25% atau 3 orang siswa diantaranya lebih menyukai pembelajaran dengan menemukan pemecahan masalah dengan caranya sendiri, lalu 41,7% siswa atau 5 diantaranya lebih senang jika belajar berkelompok dengan temannya dan 33,3% atau 4 diantaranya memilih pembelajaran secara klasikal. Melalui hasi observasi,penerapan program 7 habits pada nilai proaktif dengan menggunakan metode pembelajaran Inkuiri dapat miningkatkan critical thinking pada siswa dan menjadikan siswa memiliki sikap proaktif selama proses pembelajaran serta situasi pembelajaran dalam zoom yang lebih kondusif karena siswa yang memilih untuk menjadi proaktif di dalam kelas.
Development of Science Learning Digital Media: Encyclopedia of Human Respirational Organs for Elementary School Student Pastuti, Asti Wila; Iskandar, Rossi
Pedagonal : Jurnal Ilmiah Pendidikan Vol 7, No 2 (2023): Pedagonal : Jurnal Ilmiah Pendidikan
Publisher : Fakultas Keguruan dan Ilmu Pendidikan Universitas Pakuan

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.55215/pedagonal.v7i2.7199

Abstract

This research aims to determine the feasibility and effectiveness of products in digital encyclopedia learning media. Research and development use the Dick and Carrey development model which consists of 10 steps: (1) identifying objectives, (2) conducting instructional analysis, (3) analyzing students and learning contexts, (4) formulating performance goals, (5) developing assessment instruments, (6) developing instructional strategies, (8) designing and implementing formative evaluations, (9) teaching revisions, (10) designing and implementing summative evaluations. The results of research on digital encyclopedia learning media products developed have shown that: (1) media expert feasibility validation test gets a percentage of 74%; (2) linguist feasibility validation test gets a percentage of 90.91%; (3) material expert feasibility validation test gets a percentage of 90%; (4) product feasibility test by a small group gets a percentage of 78.58% and product effectiveness test gets 0,62; (5) the product feasibility test by a large group gets a percentage of 86.67% and the product effectiveness test gets 0,54. So it could be concluded that the digital encyclopedia as learning media could be applied in elementary school and it is effective for elementary school students.
Menstimulasi Peserta Didik yang Mengalami Kesulitan Belajar Membaca Permulaan di Sekolah Dasar Iskandar, Rossi; MS, Zulela; Fahrurrozi, Fahrurrozi
MIMBAR PGSD Undiksha Vol. 9 No. 2 (2021): July
Publisher : Universitas Pendidikan Ganesha

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.23887/jjpgsd.v9i2.34362

Abstract

Siswa masih sulit membedakan bentuk huruf dan sulit membaca huruf   konsonan yang ada di belakang. Faktor penyebab kesulitan membaca adalah dari kesulitan persepsi visual, kesulitan persepsi auditori, masalah neurologis dan Dyslexia. Tujuan penelitian ini yaitu menganalisis permasalahan yang terjadi pada siswa sehingga mengalami kesulitan membaca permulaan. Jenis penelitian ini yaitu kualitatif.  Teknik pengumpulan data dengan cara observasi, wawancara dan angket dengan alat assessmen yang mengacu pada buku kesulitan belajar: perspektif, asessmen dan penanggulangannya. Subjek dalam penelitian ini adalah kelas rendah di sekolah dasar dengan jumlah 25 peserta didik yang teridentifikasi mengalami kesulitan membaca permulaan. Metode kualitatif dengan pendekatan analisis deskriftif digunakan untuk menganalisis data. Hasil menunjukan assessmen perseptual yang digunakan terhadap peserta didik adalah berupa visual discrimination, figure-ground, visual closure, dan spatial relationship. Persepsi auditori berupa auditory discrimination, auditory memory serta masalah neurologis. Melalui analisis proses kegiatan pembelajaran menstimulasi peserta didik yang mengalami kesulitan membaca permulaan diperlukan kegiatan penelitian lanjutan dalam mengembangkan sebuah media pembelajaran yang lebih inovatif, bergambar dan terintegrasi audio visual. Hasil penelitian ini hanya menganalisis kesulitan belajar membaca permulaan dilihat dari kegiatan dan aktifitas proses pembelajaran dan serta kebutuhan guru.