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Meningkatkan Aktivitas, Keterampilan Berpikir Kritis, Hasil Belajar Siswa Kelas V Muatan IPS dengan Model PERSAHABATAN di SDN Kelayan Timur 9 Banjarmasin Mahliani; Raihanah Sari
Jurnal Pendidikan Sosial Dan Konseling Vol. 1 No. 3 (2023): Oktober - Desember
Publisher : CV. ITTC INDONESIA

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.47233/jpdsk.v1i3.288

Abstract

Permasalahan pada penelitian ini yaitu, aktivitas siswa, keterampilan berpikir kritis serta hasil belajar yang belum meningkat disebabkan pembelajaran yang kurang menarik, bersifat satu arah dan kurangnya kesempatan siswa berperan aktif dalam proses pembelajaran. Upaya dalam mengatasi permasalahan yang terjadi dengan menerapkan model PERSAHABATAN (Problem Based Learning, Somati, Auditory, Visual, Intellectualy, Number Head Togrther) pada pembelajaran. Tujuan pada penelitian ini yaitu, meningkatkan aktivitas siswa, keterampilan berpikir kritis serta hasil belajar. Penelitian menggunakan pendekatan kualitatif dan kuantitatif, dengan penelitian tindakan kelas dilaksanakan sebanyak empat pertemuan. Penelitian berlokasi di SDN Kelayan Timur 9 Banjarmasin siswa kelas V. Data kualitatif didapat dari observasi aktivitas guru, siswa, keterampilan berpikir kritis dan hasil belajar. Data kuantitatif diperoleh dari hasil klasikal persentase aktivitas siswa dan keterampilan berpikir kritis siswa. Hasil penelitian menunjukkan bahwa terdapat peningkatan aktivitas siswa, guru, keterampilan berpikir kritis dan hasil belajar dari pertemuan I sampai pertemuan IV mencapai standar yang diharapkan. Pada pertemuan IV, aktivitas guru mencapai kriteria sangat baik, aktivitas siswa mencapai 83%, keterampilan berpikir kritis mencapai 83% dan hasil belajar siswa mencapai ketuntasan klasikal 100%.
Meningkatkan Keterampilan Berpikir Kritis, Dan Hasil Belajar Siswa SD Menggunakan Model PEMENANG Titi Aryani; Raihanah Sari
Jurnal Pendidikan Sosial Dan Konseling Vol. 1 No. 3 (2023): Oktober - Desember
Publisher : CV. ITTC INDONESIA

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.47233/jpdsk.v1i3.333

Abstract

The problem in this research is the low level of critical thinking skills and student learning outcomes in social studies learning. To overcome this, use the PEMENANG model in the learning process. The purpose of this research is to analyze critical thinking skills and student learning outcomes. Researchers used PTK, held 3 meetings in class 5 at SDI Al-Munawwarah with a total of 15 students. Researchers use a qualitative approach, with qualitative and quantitative data types. Data was analyzed qualitatively, namely critical thinking skills, and quantitatively, namely learning outcomes. The results of this research show that Critical Thinking Skills at meeting 1 obtained 40% with the "Less Critical" criteria, increasing at meeting 3 to 87% with the "Very Critical" criteria. Students obtained learning outcomes at meeting 1 with classical completeness of 55% and then experienced an increase at meeting 3 by obtaining classical completeness of 93%. The results of the research can be concluded that the use of the PEMENANG model can improve critical thinking skills and student learning outcomes.
Enhancing Students' Creative Thinking Skills through the Use of Android-Based Educational Games in Thematic Villages, Banjarmasin, Indonesia Mutiani Mutiani; Jumriani Jumriani; Rusmaniah Rusmaniah; Sigit Triyono; Raihanah Sari
International Journal of Social Learning (IJSL) Vol. 6 No. 3 (2026): August
Publisher : Indonesian Journal Publisher in cooperation with Indonesian Social Studies Association (APRIPSI)

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.47134/ijsl.v6i3.608

Abstract

Developing creative thinking skills is a primary goal in higher education, particularly in entrepreneurship courses that demand innovation and contextual problem-solving. However, learning practices are often unconnected to local socio-economic realities and underutilize digital media. This study aims to develop and test the effectiveness of an Android-based educational game that integrates local products from Thematic Villages in Banjarmasin to enhance students' creative thinking skills. The method used is a 4D model for research and development with expert validation stages, limited trials (n=32), and large-scale trials (n=123) conducted with social studies students. Creative thinking skills were measured through four dimensions fluency, flexibility, originality, and elaboration using a validated instrument (Cronbach's Alpha = 0.928). The results showed high feasibility among media (77.5%) and language (76%) experts, with significant increases (p<0.001) in average scores from 94.16 to 118.59 and from 95.63 to 118.23, respectively.