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The integration of indigenous knowledge in the social studies classroom to promote intercultural competence Kirana Prama Dewi; Probosiwi Probosiwi; Isna Rahmawati
Taman Cendekia: Jurnal Pendidikan Ke-SD-an Vol 6 No 2 (2022): Desember 2022
Publisher : Universitas Sarjanawiyata Tamansiswa

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.30738/tc.v6i2.13401

Abstract

Indonesia is a heterogeneous population that speaks various languages and has a wide range of cultural, racial, religious, traditions, and indigenous knowledge. In our multicultural and globalized society, intercultural competence is becoming more critical. This study aimed to discover how to integrate indigenous knowledge into the social studies classroom to promote intercultural competence. The method used was descriptive qualitative analysis. The subjects of this study were students in two classes and a lecturer. Data collection techniques used were interviews, observation, and a reflective journal. This research used data triangulation techniques to check the data validity. The result showed 1) integrating indigenous knowledge in the social studies classrooms through eight steps: collection and identifying, analyzing, implementing, evaluating students, reflecting the cultural value, evaluating the lesson process, expanding, and sharing, and 2) The intercultural competence students were also identified in the significant increase on four dimensions: knowledge, attitude, skills, and behavior.
MODEL PEMBELAJARAN MAKE A MATCH UNTUK MENINGKATKAN KEAKTIFAN SISWA DI KELAS IV SDN 3 KARANGANOM Isna Rahmawati; Putri Zudhah Ferryka
El Midad Vol. 12 No. 2 (2020)
Publisher : Universitas Islam Negeri Mataram

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.20414/elmidad.v12i2.2539

Abstract

Penelitian ini bertujuan untuk meningkatkan keaktifan belajar siswa dengan menggunakan model pembelajaran make a match. Model yang digunakan dalam penelitian tindakan kelas adalah model Kemmis & Taggart yang dilaksanakan sebanyak dua siklus. Pengumpulan data dalam penelitian ini meliputi tes hasil belajar, wawancara, dokumentasi, observasi, dan catatan lapangan. Sedangkan instrumen yang digunakan adalah lembar tes, pedoman wawancara, dan lembar observasi. Hasil penelitian ini menunjukkan adanya peningkatan rata-rata keaktifan siswa setelah dilakukan perbaikan pembelajaran dengan model make a match. Pada siklus 1 mengalami peningkatan dari sebelum dilakukan tindakan hanya sebesar 23,33% menjadi sebesar 48,33%. Selanjutnya pada siklus 2 juga mengalami peningkatan menjadi 73,33% siswa berpartisipasi aktif dalam kegiatan pembelajaran.
Pengaruh Model Pembelajaran Problem Based Learning (PBL) terhadap Hasil Belajar Pancasila Peserta Didik Kelas II SD: The Influence of the Problem Based Learning (PBL) Learning Model on Pancasila Learning Outcomes of Grade II Elementary School Students Helga Putri Fatmawati; Sri Suwartini; Isna Rahmawati
Edu Cendikia: Jurnal Ilmiah Kependidikan Vol. 6 No. 01 (2026): Research Articles, April 2026
Publisher : ITScience (Information Technology and Science)

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.47709/educendikia.v6i01.8261

Abstract

This research is motivated by the low learning outcomes in Pancasila Education among second-grade elementary school students, who are still predominantly using conventional learning methods and lack student involvement. The Problem-Based Learning (PBL) model is seen as an alternative that can improve understanding through contextual problem-solving. This study aims to determine the effect of the PBL model on learning outcomes of Pancasila Education. The study used a quantitative, quasi-experimental design with a pretest-posttest control group. The study population comprised all second-grade students at Jombor State Elementary School, and a purposive sampling technique was used to select the sample. The research instrument was a validated, reliable learning outcome test. Data were analysed using normality and homogeneity tests, and the t-test for hypothesis testing. The results showed a significant difference between the experimental group using the PBL model and the control group using conventional methods. The average learning outcomes of students in the experimental group were higher than those in the control group. These findings indicate that the application of the Problem-Based Learning model has a positive and significant effect on learning outcomes of Pancasila Education. This research implies that the PBL model can be used as an effective alternative learning strategy to improve the quality of learning in elementary schools, especially in building conceptual understanding and student active involvement.
Pengaruh Penggunaan Media Pohon Literasi Terhadap Kemampuan Literasi Peserta Didik Di Sekolah Dasar melyani sari sitepu; Ambar Wulan Sari; Isna Rahmawati; Ika Della Ayu Puspita; Halimah Tussa’diah
Journal of Psychology and Instruction Vol. 9 No. 3 (2025): October
Publisher : Universitas Pendidikan Ganesha

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.23887/jpai.v9i3.103689

Abstract

Penelitian ini bertujuan untuk melihat pengaruh media Pohon Literasi terhadap kemampuan literasi peserta didik dalam pembelajaran Bahasa di Sekolah Dasar. Penelitian ini dilatarbelakangi oleh rendahnya kemampuan literasi dan pentingnya keterampilan literasi untuk meningkatkan kualitas pembelajaran bahasa di sekolah. Penelitian menggunakan pendekatan kuantitatif dengan rancangan pretest postest control group desain. Sampel yang digunakan adalah seluruh peserta didik kelas III SD Negeri 050701 Hinai. Instrumen penelitian menggunakan lembar tes. Analisis data dilakukan dengan statistic deskriptif. Hasil penelitian menunjukan terdapat pengaruh penggunaan media pohon literasi terhadap keterampilan literasi peserta didik di SD Negeri 050701 Hinai. Hal ini dibuktikan dengan hasil analisis uji hipotesis Independent T-Test pada taraf signifikansi 5% (0,05) mendapatkan nilai 0.000. Karena nilai signifikan independent T-test < 0,05 (0,000 < 0,05) maka Ha diterima dan Ho ditolak.
PENGEMBANGAN MEDIA SNAKE BOARD GAME UNTUK MENINGKATKAN BERPIKIR KRITIS PESERTA DIDIK KELAS IV PADA MATERI BAGIAN-BAGIAN TUMBUHAN Dinda Permatasari; Isna Rahmawati; Nela Rofisian
Didaktik : Jurnal Ilmiah PGSD STKIP Subang Vol. 12 No. 03 (2026): Volume 12 No. 3, September 2026 Publish
Publisher : STKIP Subang

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.36989/didaktik.v12i03.18714

Abstract

This study was motivated by the low critical thinking skills of fourth-grade students at SD N 2 Planggu and the suboptimal use of interactive learning media in the classroom. The purpose of this study was to develop a snake board game learning medium that is appropriate, practical, and effective in improving students’ critical thinking skills in the IPAS subject. This study is a Research and Development (R&D) project using the ADDIE model, which includes the stages of Analysis, Design, Development, Implementation, and Evaluation. The research subjects consisted of 20 fourth-grade students at SD N 2 Planggu. Data collection techniques included interviews, observations, questionnaires, and tests. The research instruments used included an expert validation sheet, a student response questionnaire, and pretest and posttest questions. The data were analyzed using descriptive statistical techniques and N-Gain Score calculations. The results showed that the snake board game was deemed suitable based on validation by practitioner experts (80%), media experts (87.5%), and subject matter experts (97.1%). This medium was also deemed practical because it is easy to operate and capable of creating an active and enjoyable group learning atmosphere. Furthermore, this medium proved effective in enhancing critical thinking skills, as evidenced by the experimental class’s average posttest score of 93.00, which significantly outperformed the control class’s score of 72.40, supported by an average N-Gain of 0.8139 in the high category. Thus, the snake board game is a suitable, practical, and effective innovation for IPAS instruction for elementary school students.