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Peran Guru dalam Penguatan Profil Pelajar Pancasila Siswa Kelas II di SDN Gunggung Nur Ilham Mubarak; Anang Hadi Cahyono; ACH. Puniman
Intellektika : Jurnal Ilmiah Mahasiswa Vol. 3 No. 4 (2025): Intellektika : Jurnal Ilmiah Mahasiswa
Publisher : STIKes Ibnu Sina Ajibarang

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.59841/intellektika.v3i4.2851

Abstract

The purpose of this study is to explain how the role of teachers in strengthening the profile of Pancasila students is applied by highlighting how the role played by teachers in implementing it. In addition, this study intends to describe the challenges and solutions in implementing the Pancasila student profile. This study uses a qualitative method and a case study approach. This study was conducted at SDN Gunggung with the principal, class teachers, and students as data sources. Data sources use primary and secondary data sources and data collection uses observation, interviews, and documentation. The data analysis technique for this study uses data reduction, data presentation, and drawing conclusions. The data is checked for validity using source triangulation, technique triangulation and time triangulation. From the results of this study, it can be concluded that the role of teachers in strengthening the profile of class II students at SDN Gunggung is namely teachers as mentors, teachers as facilitators and teachers as evaluators.
Strategi Guru dalam Membentuk Karakter Disiplin dan Peduli Lingkungan Kepada Siswa Kelas II SDI Nurul Huda Dilla Nita Ongki Samsinta; Anang Hadi Cahyono; Ach Andriyanto
Jurnal Pendidikan Dirgantara Vol. 2 No. 2 (2025): Mei : Jurnal Pendidikan Dirgantara
Publisher : Asosiasi Riset Ilmu Pendidikan Indonesia

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.61132/jupendir.v2i2.326

Abstract

This study seeks to elucidate the tactics employed by educators in cultivating discipline and environmental consciousness among second-grade pupils at SDI Nurul Huda. Character education plays a crucial role in forming pupils' personality, encompassing principles such as discipline and environmental consciousness.  This research employs a qualitative methodology utilizing a case study technique.  Data collecting methodologies encompass observation, interviews, and documenting.  The study's findings reveal that educators employ several tactics, including habit building, modeling, class responsibility roster scheduling, and motivating visual media, to impart these character characteristics.  Moreover, students' active involvement in cleaning initiatives and the upkeep of the school environment contributes significantly to the cultivation of an environmentally conscious character.  These findings are anticipated to enhance character education approaches in primary schools.
EFEKTIVITAS MODEL PEMBELAJARAN GAME BASED LEARNING BERBANTUKAN MEDIA PEMBELAJARAN WORDWALL TERHADAP HASIL BELAJAR MATEMATIKA Izzah, Nurul; Cahyono, Anang Hadi; Kadarisman, Kadarisman
Jurnal Pendidikan dan Pembelajaran Khatulistiwa (JPPK) Vol 14, No 4 (2025): APRIL 2025
Publisher : Universitas Tanjungpura

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.26418/jppk.v14i4.93180

Abstract

The purpose of this study is to assess how well third-grade children at SDN Lenteng Timur I learn mathematics when using the Game Based Learning (GBL) model, which is backed by the Jarimatika technique and Wordwall digital learning resources. Low multiplication performance among students is the main problem in the classroom, and it is ascribed to the persistence of traditional teaching methods and the lack of interactive technologies. This study employs a Nonequivalent Control Group approach model in a quasi-experimental approach. Pre-tests, posttests, observations, and documentation are the tools used to collect data. The GBL model is integrated with Wordwall to provide interactive and engaging learning experiences, while Jarimatika offers a concrete and enjoyable approach to mathematical operations. The findings reveal that the application of GBL in conjunction with Wordwall and Jarimatika significantly enhances students"Ÿ conceptual understanding and learning motivation. Students exhibited increased enthusiasm and active participation during the learning process, which positively influenced their academic achievement. These findings suggest that the integrated learning model is a creative and promising approach to raising primary school students' learning outcomes in mathematics.
Learning Media Modification: Dhako as English Mathematic Learning Media with a Problem-based Learning Approach Fatoni, Akhmad Feri; Cahyono, Anang Hadi
JOURNAL OF TEACHING AND LEARNING IN ELEMENTARY EDUCATION (JTLEE) Vol. 7 No. 1 (2024): February 2024
Publisher : Program Studi Pendidikan Guru Sekolah Dasar FKIP Universitas Riau

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.33578/

Abstract

Using traditional game media provides several benefits in teaching and learning activities in the classroom. Previous studies found that giving English numeracy material using Dhako games was effective in increasing vocabulary but less effective in arithmetic operations (addition, subtraction, multiplication, and division). This study aimed to determine the modification of the Dhako game on vocabulary mastery and arithmetic operation skills for 5th-grade students of SDN Aengdake I. The research method used was quantitative: one group pretest and posttest design with data analysis using T-Test analysis. Based on the results of the descriptive analysis, the students' mean pretest = 74.47 and posttest = 89.76. Based on the results of descriptive analysis, the students' mean pretest = 69.56 and posttest = 91.35. Thus, it could be concluded that the provision of Dhako games with a PBL approach significantly affected English numeracy skills. Based on the output table of the ttest results, the value of sig = 0.000 is obtained, which means it was smaller than 0.05. Thus Ho was rejected, and H1 was accepted, meaning that there was an effect of the Dhako game with the PBL approach on improving English numeracy skills for fifth graders at SDN Aengdake 1.
Efektifitas Model Pembelajaran PjBL Terintegrasi STEAM Terhadap Kemampuan Berfikir Kreatif Siswa Cahyono, Anang Hadi; Sari, Tita Tanjung; Jannah, Kholifatul
Pedagogik Journal of Islamic Elementary School Vol. 8 No. 1 (2025): Pedagogik Journal of Islamic Elementary School
Publisher : Institut Agama Islam Negeri Palopo

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.24256/pijies.v8i1.6838

Abstract

Penelitian ini bertujuan untuk mengetahui keefektifan model pembelajaran PjBL terintegrasi STEAM terhadap kemampuan berfikir kreatif siswa. Penelitian ini dilaksanakan pada semester genap 2024-2025 dengan subjek penelitian siswa kelas VA. Teknik pengambilan sampel menggunakan teknik non-probability sampling dengan jenis purposive sampling. Jenis penelitian ini adalah eksperimen dengan pendekatan kuantitatif yang menggunakan desain penelitian One Group Pretest Posttest Design. Instrumen yang digunakan adalah lembar keterlaksanaan pembelajaran, lembar aktivitas siswa, lembar angket respon siswa, lembar tes hasil belajar (pretest dan postest). Hasil penelitian menunjukkan bahwa model pembelajaran PjBL terintegrasi STEAM efektif terhadap kemampuan berfikir kreatif siswa dengan nilai N-Gain Score sebesar 71,71 yang menunjukkan kriteria efektif. Rekomendasi bagi peneiti selanjutnya diharapkan dapat melakukan penelitian lanjutan dengan cakupan sampel yang lebih luas, durasi yang lebih lama, serta topik atau mata pelajaran yang berbeda guna memperoleh hasil yang lebih komprehensif.
Pembelajaran Ranah Psikomotor berbasis Realistic Mathematics Education untuk Meningkatkan Kemampuan Berpikir Kritis Siswa Sekolah Dasar Sari, Tita Tanjung; Cahyono, Anang Hadi
Pedagogik Journal of Islamic Elementary School VOL 5 NO 1 APRIL 2022
Publisher : Institut Agama Islam Negeri Palopo

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.24256/pijies.v5i1.2266

Abstract

Critical thinking skills can be practiced by using psychometric realistic math-based learning by implementing an application of "fun math". This study aims to understand the students' critical thinking skills on geometry topics. A quasi-experimental is used on one group of pretests – posttest design. The instruments of this study are critical thinking ability observation sheets and the psychomotor ability evaluation sheets. The subject of this study involves 6 students from the fifth-class year of primary school in SDN Soddara II, Sumenep of East Java province. The data analysis results indicate a learning application of realistic math-based learning through "fun math" on the topic of space building can improve the students’ critical thinking skills, shown by the average score of five indicators. The highest average value (2.4), the indicator of providing a simple explanation and draw conclusions (2.3), are in the good category. The indicator of estimating and providing alternative solutions (2.1), and providing further consideration (2.025) with an average category. The students' critical thinking skills improve on how they are expressing opinions, giving alternative thoughts, unlocking new ways, and presenting them based on the facts that they are able to deliver alternative solutions to create new ideas.
The Effectiveness of the Discovery Learning Model Assited by Augmented Reality Media on the Results of Learning Sciense in Recognizing Human Respiratory Organs in Fifth Grade : Efektivitas Model Discovery Learning Berbantukan Media Augmented Reality Terhadap hasil IPAS Mengenal Organ Pernapasan Manusia kelas V C. Dwi Adi Krisna; Anang Hadi Cahyono; Kadarisman
IJPSE Indonesian Journal of Primary Science Education Vol 6 No 1 (2025): IJPSE
Publisher : Prodi Pendidikan Guru Sekolah Dasar

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.33752/ijpse.v6i1.9121

Abstract

This study was conducted due to the low scores in IPAS (Integrated Science) on human respiratory organs in 5th grade, which was attributed to the teacher's reliance on lectures alone and infrequent use of learning media. The aim of this study was to investigate the effectiveness of the Discovery Learning model assisted by Augmented Reality media on IPAS learning outcomes for 5th-grade students learning about human respiratory organs. This study employed a quantitative approach with a quasi-experimental design, specifically a non-equivalent group design. The sample consisted of 18 students in the control group and 22 students in the experimental group. Data collection methods included pretest-posttest, pre-observation, and documentation. The results showed a significant difference in posttest scores between the control and experimental groups, with the control group scoring 61.1 and the experimental group scoring 79.0. The study found a significant effect size of 0.000, indicating that the use of the Discovery Learning model assisted by Augmented Reality media had a significant impact on IPAS learning outcomes. With a significance value of 0.000 < 0.05, the alternative hypothesis (Ha) was accepted, and the null hypothesis (Ho) was rejected. Therefore, there is effectiveness in using the Discovery Learning model assisted by Augmented Reality media on IPAS learning outcomes for 5th-grade students learning about human respiratory organs.
Pengembangan E-Modul PKN Materi Arti Gambar pada Lambang Negara Indonesia Kelas III Sekolah Dasar Rusnaini, Rusnaini; Cahyono, Anang Hadi; Puniman, Achmad
Scholarly Journal of Elementary School Vol 3 No 01 (2023): Scholarly Journal of Elementary School
Publisher : PGSD STKIP PGRI Pacitan

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.21137/sjes.2023.3.1.3

Abstract

This study aims to develop the PKN E-Module meaning the image on the Indonesian state symbol "Garuda Pancasila" as teaching material in the process of learning activities in schools and online learning. The research method used is Research and Development with the 4-D (Four-D) development model which is modified into three stages, namely the define stage, the design stage and the development stage. the stage of dissemination (disseminate) was not used due to limitations in the study. The developed PKN E-Module contains material on the meaning of the image on the Indonesian state symbol "Garuda Pancasila". The trial used in this study used a large-scale initial trial. The test subjects in this study were 19 grade III elementary school students. The results of this development research can be seen from the results of expert validation in the form of a Likert scale questionnaire and student responses using the Ghuttman scale questionnaire. The results of the material validation get a percentage of 93.18% in the proper category. The results of the design expert validation get a percentage of 97.5% in the feasible category. Student responses received positive responses in the initial large-scale trials which can be seen from the average results of 99% in the very good category. From these data, the PKN E-Module material for the meaning of images on the Indonesian state symbol for class III elementary schools is declared suitable for use as teaching material.