Claim Missing Document
Check
Articles

Pengaruh Penggunaan Aplikasi Assemblr Edu Terhadap Hasil Belajar IPA SDN Gugus III Kota Bengkulu Rahmawati, MSY. Isye Aulia; Noperman, Feri; Kurniawati, Ike
JURIDIKDAS Vol 7 No 2 (2024)
Publisher : Universitas Bengkulu

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.33369/juridikdas.v7i2.33709

Abstract

This study seeks to examine how the utilization of the Assemblr EDU application impacts the academic performance of fifth-grade students in thematic science subjects within Cluster III Elementary Schools in the City of Bengkulu. Employing a quantitative approach, the research adopts a quasi-experimental design known as The Matching Only Pretest-Posttest Control Group Design. The study population comprises fifth-grade students from Cluster III Elementary Schools in Bengkulu, with the sample selected via Cluster Random Sampling. Specifically, students from State Elementary School 57 form the experimental group, while those from State Elementary School 17 constitute the control group. Data collection involves administering a written test consisting of 10 multiple-choice questions as both pretest and posttest measures. Following the analysis of posttest scores, the obtained significance value (sig. 2-tailed) falls below 0.05, indicating a discernible difference in posttest outcomes between the experimental and control groups. Consequently, it can be inferred that the utilization of the Assemblr EDU application correlates with enhanced learning outcomes in thematic science subjects among fifth-grade students in Cluster III Elementary Schools in Bengkulu.
Pendidikan Ekonomi Pada Gen Z: Analisis Kebutuhan Desain Pembelajaran Untuk Meningkatkan Literasi Kewargaan Ekonomi Calon Guru Sekolah Dasar Setiono, Panut; Amaliyah, Yuli; Kurniawati, Ike; Yusnia, Yusnia
Economic and Education Journal (Ecoducation) Vol 6 No 2 (2024): Economic and Education Journal (Ecoducation)
Publisher : Program Studi Pendidikan Ekonomi, Universitas Insan Budi Utomo

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.33503/ecoducation.v6i2.4471

Abstract

Pendidikan ekonomi bagi Generasi Z Calon Guru SD penting untuk mempersiapkan menghadapi tantangan tersebut dengan membekali pengetahuan, keterampilan, dan nilai-nilai karakter yang baik. Penelitian ini bertujuan untuk mengembangkan desain pembelajaran pendidikan ekonomi yang adaptif bagi generasi ini guna meningkatkan literasi kewargaan ekonomi. Tujuan penelitian ini adalah mengembangkan desain pembelajaran yang memudahkan proses belajar mengajar, sehingga Generasi Z yang merupakan calon Guru SD memiliki literasi kewargaan ekonomi yang memadai untuk menghadapi tantangan ekonomi global. Metode penelitian yang digunakan adalah model pengembangan Dick, Carey & Carey (2009) yang terdiri dari tujuh langkah untuk analisis kebutuhan pengembangan desain pembelajaran. Hasil penelitian yang dihasilkan berupa strategi pembelajaran yang dikembangkan menggunakan model Project Citizen yang berfokus pada pemikiran kritis, pemecahan masalah, dan nilai- nilai demokrasi. Materi pembelajaran dikembangkan dalam bentuk mobile learning, memanfaatkan teknologi yang relevan dengan karakteristik digital native dari Generasi Z. Implementasi mobile learning diharapkan dapat memfasilitasi pembelajaran yang lebih efektif dan efisien. Penelitian ini memberikan kontribusi signifikan dalam pengembangan desain pembelajaran ekonomi yang adaptif untuk meningkatkan literasi kewargaan ekonomi calon guru SD, sehingga mereka lebih siap menghadapi tantangan ekonomi global.
THE DEVELOPMENT OF ILLUSTRATED-STORY TELLING TEACHING MATERIAL BASED ON MAJALENGKA LOCAL WISDOM TO IMPROVE STUDENTS' CRITICAL THINKING SKILL Irma Sofiasyari; Isna Amanaturrakhmah; Ike Kurniawati
Jurnal Cakrawala Pendas Vol. 10 No. 4 (2024)
Publisher : Universitas Majalengka

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.31949/jcp.v10i4.11173

Abstract

The analysis, design, development, implementation, and evaluation in this research represent the ADDIE development model, involving eight elementary school teachers and fourth-grade students from two elementary schools in Majalengka. The researchers used purposive sampling techniques. The research sample includes model schools, an independent curriculum, similar facilities and infrastructure, and accreditation A. This study uses interviews, questionnaires, and critical thinking questions to collect data. Data analysis is carried out through several steps, namely data reduction, data collection, data presentation, and drawing conclusions. Needs analysis, development of teaching materials, validation of teaching materials by expert validators, revision, and implementation are stages of research. The implementation was carried out in two schools, with each having a control class and an experimental class. The focus of this research is the validity and impact of illustrated story teaching materials on students' critical thinking skills. The results indicate that the teaching materials are suitable for use in learning because they meet the criteria of being very valid, with content feasibility at 83.15%, language at 86.1%, and graphics at 86%. The experimental group has an N-gain score of 0.743, while the control group has a score of 0.348, which falls into the low category. It can be said that the subject matter of illustrated stories based on the local wisdom of Majalengka has the potential to enhance students' critical thinking skills. Keywords: Teaching Material, Pictorial Book, Local Wisdom Analisis, desain, pengembangan, implementasi, dan evaluasi pada penelitian ini merupakan jenis pengembangan ADDIE dengan melibatkan delapan guru sekolah dasar dan siswa kelas empat dari dua sekolah dasar di Majalengka. Peneliti menggunakan teknik purposive sampling. Sampel penelitian termasuk sekolah percontohan, kurikulum merdeka, sarana dan prasarana yang sama, dan akreditasi A. Penelitian ini menggunakan wawancara, angket, dan soal berpikir kritis untuk mengumpulkan data. Analisis data dilakukan melalui beberapa langkah, yaitu pengurangan data, pengumpulan data, penyampaian data, dan penarikan Conclusion. Analisis kebutuhan, pembuatan bahan ajar, validasi bahan ajar oleh validator Expert, revisi, dan implementasi adalah tahapan penelitian. Implementasi dilakukan di dua sekolah, dengan kelas kontrol dan eksperimen masing-masing. Fokus penelitian ini adalah validitas dan dampak bahan ajar cerita bergambar terhadap kemampuan berpikir kritis siswa. Hasil penelitian menunjukkan bahwa bahan ajar layak digunakan dalam pembelajaran karena memenuhi kriteria Extremely valid dan memiliki tingkat kelayakan isi 83,15%, kebahasaan 86,1%, dan kegrafikan 86%. Kelompok eksperimen memiliki nilai N-gain 0,743, sedangkan kelompok kontrol memiliki nilai 0,348, yang menunjukkan Categories rendah. Sehingga dapat dikatakan bahwa materi pelajaran cerita bergambar yang didasarkan pada kearifan lokal Majalengka memiliki potensi untuk meningkatkan kemampuan siswa untuk berpikir kritis. Kata Kunci: Bahan ajar; Cerita bergambar; Kearifan Lokal
Studi Deskriptif Karya Kolase dari Bahan Alam Pada Pembelajaran SBDP Kelas II SDIT Al Hasanah 1 Kota Bengkulu Munawir, Ischak; Kurniawati, Ike
JURIDIKDAS Vol 7 No 3 (2024)
Publisher : Universitas Bengkulu

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.33369/juridikdas.v7i3.32763

Abstract

This study aims to describe the process of making works and the results of collage works from natural materials in SBdP learning for class 2B students of SDIT Al Hasanah 1, Bengkulu City. The type of research is qualitative research with descriptive methods. The data collection method is descriptive qualitative. Data collection techniques are observation, interviews and documentation. The research instruments are observation sheets, interview guidelines and documentation tables. As for describing the results of the work in this study, the researcher is guided by the table of elements and principles of fine art. Qualitative data analysis was carried out simultaneously with the data collection process, namely during and after data collection. The collage work of Class 2B students of SDIT Al Hasanah 1 has artistic value because it has elements and principles of fine art. The activity of making collages is a combination of several activities that use fine motor skills of the hands. For drawing, cutting, sticking, and coloring skills, teachers are advised to increase activities in SBDP learning and integrate them into other learning. Students' collage works that are made with the right steps and have elements of art and a sense of fine art are works of art that have educational, recreational and inspiring functions. Educational because it is a means of learning for students at school. Recreational because it has a pleasing beauty to the eye. And inspiring because it can motivate others, especially students, to create similar or even better works.  
Pengaruh Media Grafis Berbasis Canva Terhadap Hasil Belajar Siswa Kelas IV Gugus XIV Kota Bengkulu Oktavia, Fayza; Dalifa; Kurniawati, Ike
JURIDIKDAS Vol 7 No 3 (2024)
Publisher : Universitas Bengkulu

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.33369/juridikdas.v7i3.33670

Abstract

The purpose of this study is to ascertain how using graphic media applications based on Canva affects the learning outcomes of IPAS students in fourth grade in Cluster XIV, Bengkulu City. This kind of study employs a quasi-experimental approach with a matching only pretest-posttest group design and is quantitative in nature. Bengkulu City's SDN Cluster XIV is the study's population. In this study, fourth-grade children from SDN 42 Bengkulu City served as the experimental group and fourth-grade students from SDN 45 Bengkulu City served as the control group. Multiple-choice test questions were employed in the study instrument. Descriptive analysis, precondition testing, and inferential analysis—specifically, the t-test—are the methods of data analysis that are employed. The study's findings show a substantial difference between the data from the pretest and posttest. The values of t count = 3.336, Sig. (2-tailed) = 0.002, and t-table distribution = 1.686 support this conclusion. The t-count value (3.336 > 1.686) and the two-tailed significance level (0.002 < 0.05) are thus greater. Ha is thus accepted whereas H0 is refused. Based on the study's findings, it can be inferred that IPAS students in fourth grade of Cluster XIV, Bengkulu City, benefit from using Canva-based graphic media applications in their learning outcomes.
Peningkatan Hasil Belajar Matematika Siswa Melalui Model Discovery Learning Berbantuan Quizizz Kelas II SDN 04 Kota Bengkulu Kurniawati, Ike; Lusa, Herman; Mabara, Sefbinata
Jurnal PGSD Vol 17 No 2 (2024)
Publisher : UNIB Press

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.33369/pgsd.17.2.157-162

Abstract

This research aims to improve the mathematics learning outcomes of class II students at SDN 04 Bengkulu City through the application of the Discovery Learning learning model assisted by the Quizizz application. The research method used is classroom action research (PTK) with two cycles, each consisting of planning, implementation, observation and reflection stages. The research subjects were 30 class II students. Data was collected through learning results tests, observation and documentation, then analyzed descriptively. The research results show that the application of the Discovery Learning model assisted by Quizizz can improve students' mathematics learning outcomes. In cycle I, the average student learning outcome score increased from 65 (pre-cycle) to 75, with a learning completion percentage of 70%. In cycle II, the average score increased to 85, with a learning completion percentage reaching 90%.  The conclusion of this research is that the Discovery Learning model assisted by Quizizz is effective in improving the mathematics learning outcomes of class II students at SDN 04 Bengkulu City.
Peran Guru Sebagai Motivator dalam Mengembangkan Minat Siswa pada Ekstrakurikuler Seni Tari di SD Negeri 75 Kota Bengkulu Sumarsih, Indriastuty; Anggraini, Dwi; Kurniawati, Ike
Jurnal Pembelajaran dan Pengajaran Pendidikan Dasar Vol 7 No 2 (2024): November
Publisher : UNIB Press

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.33369/dikdas.v7i2.36180

Abstract

This study aims to describe the role of the teacher as a motivator in developing student interest in extracurricular dance at SD Negeri 75 Bengkulu City. This type of research is qualitative research with descriptive methods. With the research subject being the dance extracurricular supervisor teacher and students who take part in dance extracurricular activities totaling 12 students. The research instruments used are observation guidelines, interview guidelines and documentation guidelines. Data collection techniques in this study used observation, interviews and documentation. The data analysis technique used is data collection, data condensation, data presentation and conclusion drawing. The results of this study indicate that the teacher carries out his role as a motivator in providing direction, encouraging and giving praise/reward. Teachers provide direction to students by directing students to come to practice, directing student movements, and directing students to have knowledge about dance. The teacher also encourages students by giving words of encouragement and showing enthusiasm for dance. Teachers also give praise/rewards to students who diligently practice or memorize dance movements. The conclusion in this study is that the teacher shows his role as a motivator who can develop students' interest in extracurricular dance. Thus students who have an interest in dance cannot be separated from the role of the teacher.
KAJIAN NILAI MATEMATIKA DALAM TRADISI MASYARAKAT SERAWAI SEBAGAI SUMBER BELAJAR MATERI GEOMETRI DI SEKOLAH DASAR Kurniawati, Ike; Tarmizi, Pebrian; Setiono, Panut; Kurniasari, Herlin
ATTA`DIB Vol. 8 No. 3 (2024): DESEMBER
Publisher : Program Studi PGMI

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.32832/at-tadib.v8i3.19428

Abstract

Integrasi matematika dan nilai budaya dalam kehidupan sehari-hari dapat dimanfaatkan untuk memberikan pembelajaran matematika yang berarti bagi siswa. Budaya dapat berasal dari berbagai bentuk, seperti kain tradisional, makanan khas, adat istiadat lokal, bangunan, tarian, dan lain sebagainya. Penelitian ini bertujuan untuk mengeksplorasi nilai-nilai matematika yang terkandung dalam tradisi masyarakat Serawai, khususnya dalam konteks pembelajaran geometri untuk siswa sekolah dasar. Metode penelitian yang digunakan adalah kualitatif dengan teknik pengumpulan data melalui observasi langsung, wawancara, dan studi literatur. Analisis data dilakukan melalui reduksi data, penyajian data, dan penarikan kesimpulan. Hasil penelitian menunjukkan bahwa tradisi-tradisi masyarakat Serawai memiliki nilai-nilai matematika yang dapat dimanfaatkan sebagai sumber belajar yang relevan, khususnya materi geometri di sekolah dasar diantaranya tradisi melemang, tradisi api jagau, tradisi bimbang balai, tradisi tari nappa, dan tradisi menanam padi.
THE EXPLORATION OF MATHEMATICS CONCEPT ON THE JAVANESE CALENDRICL SYSTEM BY JAVANESE COMMUNITY IN BENGKULU WITHIN ETHNOMATHEMATICS PERSPECTIVE Ike Kurniawati; Herman Lusa
Jurnal Cakrawala Pendas Vol. 11 No. 2 (2025)
Publisher : Universitas Majalengka

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.31949/jcp.v11i2.13015

Abstract

The Javanese calendrical system is rich in history, philosophy, and math. This ethnomathematical study examined Javanese calendar mathematical concepts and their potential as a learning resource for elementary mathematics. This qualitative research collected data through direct observation, interviews, and literature review. The study used Miles and Huberman's analysis model for data reduction, display, and conclusion drawing. The Javanese calendrical system—Saka Year, Wetonan, lunar cycles, solar cycles, Pasaran, and Wuku cycles—is closely linked to elementary school math concepts. These include time calculations, pattern recognition, cyclical sequences, measurement, whole numbers, fractions, and conversions. The study found how incorporating the Javanese calendar into mathematics education to improve students' contextual understanding and make learning more engaging and culturally relevant. This study emphasizes ethnomathematics' role in meaningful learning by integrating mathematics with local culture. The Javanese calendar connects abstract mathematical theories to real-world applications through interactive education. The study suggests that ethnomathematics can boost student engagement, critical thinking, and cultural appreciation.
DEVELOPING ANIMATION VIDEOS AND GAME CARDS FOR TEACHING TELLING TIME IN ENGLISH TO FOURTH-GRADE STUDENTS Kurniawati, Ike; Widagdo, Arif
English Review: Journal of English Education Vol. 13 No. 1 (2025)
Publisher : University of Kuningan

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.25134/erjee.v13i1.10305

Abstract

Changes in the curriculum in education affect how the implementation of existing learning, as well as in learning media, is needed as an effort to stimulate students' abilities in the learning process to be more effective and efficient. The purpose of this research is to develop animation video media and game cards on Telling Time material in English. This research uses the type of research and development with the ADDIE model. The research subjects were fourth grade students of Wates 01 Semarang State Elementary School. Data collection techniques used in this research are (1) interview; (2) observation; (3) questionnaire; (4) test; and (5) documentation. The instruments used are interview guides, documentation, needs questionnaires, media response questionnaires, pretest and posttest questions, and validation sheets conducted by 2 experts, namely media experts, material experts, and language experts. Data analysis techniques were carried out by normality test (Shapiro-Wilk), t test, and n-gain test. The results showed that animated video media and playing cards can improve student understanding and student learning outcomes in English. This result is evidenced from the average value on students there is an increase in small-scale learning outcomes pretest average value 58.3 and posttest average 86.8 then on a large scale pretest average value 57 and posttest average value 82.8. Then the results of the N-gain test on a small scale of 0.7512 and a large scale of 0.5925 which means the high and medium categories, can be concluded to be effective for use in learning. Therefore, it can be concluded that animation video media and game cards can be said to be a category worth using in an interesting learning process and can improve student understanding and learning outcomes.