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Development of Higher Order Thinking Skills (HOTS) Test Items in IPAS to Evaluate Fifth-Grade Students’ Problem-Solving Abilities Juita, Marselina; Lastuti, Sri; Hairunisa, Hairunisa
Journal of Educational Sciences Vol. 9 No. 5 (2025): Journal of Educational Sciences
Publisher : FKIP - Universitas Riau

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.31258/jes.9.5.p.3336-3351

Abstract

Higher Order Thinking Skills refer to advanced cognitive abilities involving analysis, evaluation, and creation in solving problems critically and logically. Problem-solving skills are defined as an individual’s ability to identify problems, formulate alternative solutions, and evaluate outcomes systematically. This study aims to develop a test instrument based on higher order thinking skills for the Natural and Social Sciences subject for fifth-grade elementary students that is valid and reliable in measuring problem-solving skills. The research employed a research and development method using a modified Borg and Gall model consisting of seven stages. The developed instrument consists of 25 multiple-choice items. Content validity, assessed using Aiken’s V formula, obtained a score of 0.81, indicating a very valid category. Construct validity showed that 16 out of 25 items were valid after revision. Reliability testing using the split-half technique produced coefficients of Cronbach’s Alpha, Spearman-Brown, and Guttman above 0.98, indicating strong internal consistency. The difficulty index ranged from 0.42 to 0.51 (moderate), while the discrimination index showed that 16 items had values equal to or greater than 0.755. The instrument is considered valid and feasible for use.
Development of Interactive Video to Enhance Students’ Understanding of Physical Bullying at SDN 62 Rontu, Bima City Nurmala, Nurmala; Lastuti, Sri; Imamsyah, Mirham
Journal of Educational Sciences Vol. 9 No. 5 (2025): Journal of Educational Sciences
Publisher : FKIP - Universitas Riau

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.31258/jes.9.5.p.3534-3546

Abstract

Physical bullying is a type of violence that involves direct physical contact, such as kicking, pulling hair, pinching, or hitting, which can result in physical injuries and long-term psychological effects on victims. This study aims to develop an interactive learning medium in the form of an anti-bullying video titled Stop bullying to improve students’ understanding of physical bullying at SDN 62 Rontu, Bima City. The development process followed the ADDIE model, which includes five phases: Analysis, Design, Development, Implementation, and Evaluation. The research involved 30 students from Grades I to VI. Instruments used in the study included validation questionnaires from subject matter and media experts, response questionnaires for students and teachers, observation sheets, and pre-test and post-test assessments. The validation results showed high validity, with scores of 93.3% from content experts and 90% from media experts. The practicality assessment resulted in scores of 88.13% from students and 88.3% from teachers. The N-Gain test indicated a 0.71 increase in understanding, categorized as high. These findings suggest that the interactive video is an effective and appropriate educational tool for addressing physical bullying in elementary schools.
Development of Digital-Based Interactive Games to Improve Indonesian Speaking Skills of Grade IV Students of SDN 2 Suntu, Bima City Sulastri, Sulis; Lastuti, Sri; Akbar , Muh. Rijalul
Journal of Educational Sciences Vol. 9 No. 5 (2025): Journal of Educational Sciences
Publisher : FKIP - Universitas Riau

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.31258/jes.9.5.p.3547-3558

Abstract

This research aims to create and implement learning tools in the form of digital-based interactive games to improve the speaking skills of fourth grade students of SDN 2 Suntu, Bima City, with a special focus on conjunction sentence material. The method used in this research is Research and Development (R&D) with the ADDIE approach, which consists of five stages namely analysis, design, development, implementation, and evaluation. The validation results show that this media is declared very feasible by material experts with a percentage of 83% and by media experts with a percentage of 90%. The practicality test showed results reaching 88.7% (for small groups) and 90% (for large groups), which indicated that this media was easy to use and interesting for students. The effectiveness test through N-Gain analysis resulted in a value of 0.79 which is included in the high category, which means there is a significant increase in students' speaking ability after using this media. Therefore, the Interactive game media is declared feasible, practical, and effective as one of the alternatives to digital-based interactive game learning to improve students' speaking ability at the elementary school level.