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PROBLEM-BASED LEARNING (PBL): CAN IMPROVE HIGHER-ORDER THINKING SKILLS (HOTS) OF PROSPECTIVE ELEMENTARY SCHOOL TEACHER STUDENTS? Darmawan, Nurani Hadnistia; Hilmawan, Hilman
PrimaryEdu : Journal of Primary Education Vol. 5 No. 2 (2021): Volume 5, Number 2, September 2021
Publisher : Institut Keguruan dan Ilmu Pendidikan Siliwangi

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.22460/pej.v5i2.2761

Abstract

Mastery of 21st-century skills is one of the goals in learning activities. One of the factors to consider is that the teacher must have HOTS as the spearhead of learning. This study aims to improve HOTS, namely critical thinking skills and creative thinking of prospective elementary school teacher students through PBL. This study uses a pre-experimental method with a one-group pre-test-post-test design. The research instrument used was a description test of 15 items. The sample of this research is 30 students of STKIP Bina Mutiara Sukabumi PGSD Study Program. The results showed that the HOTS of prospective elementary school teacher students at STKIP Bina Mutiara Sukabumi increased by using PBL. The t-test results obtained were 0.00 < α = 0.05, indicating that this learning model significantly influences students' HOTS. The gain test results obtained an n-gain value of 0.34, which indicates that the increase in student HOTS is in the "medium" category. The details of the results of each HOTS aspect during the post-test were in the "good" category, namely fluency, flexibility, originality, and evaluation. Aspects of elementary clarification, basic support, inference, advanced clarification, strategy and tactics, are in the "enough" category. The last HOTS aspect, namely elaboration, is in the "less" category.
Analisis Capaian Potensi Kecerdasan Logis-Matematis Siswa dalam Pembelajaran berbasis Kemampuan Otak Hilman Hilmawan; Nurani Hadnistia Darmawan
Indonesian Journal of Primary Education Vol 1, No 2 (2017): Indonesian Journal of Primary Education: December 2017
Publisher : Universitas Pendidikan Indonesia (UPI)

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.17509/ijpe.v1i2.9312

Abstract

Penelitian yang berjudul “analisis capaian potensi kecerdasan logis-matematis siswa sekolah dasar dalam pembelajaran berbasis kemampuan otak (Brain Based Learning)”, berjujuan untuk mengetahui dan menganalisis potensi kecerdasan logis-matematis yang tampak pada siswa sekolah dasar dalam pembelajaran berbasis kemampuan otak (Brain Based Learning). Masalah yang ingin dijawab adalah “bagaimana capaian potensi kecerdasan logis-matematis siswa sekolah dasar dalam pembelajaran berbasis kemampuan otak (Brain Based Learning)?” Pendekatan penelitian yang digunakan adalah pendekatan kualitatif dengan desain metode deskriptif. Subjek pada penelitian ini adalah siswa kelas III SDN 1, 2, 4 Pasirhalang, Kecamatan Sukaraja, Kabupaten Sukabumi. Hasil penelitian menunjukkan bahwa secara umum capaian potensi kecerdasan logis-matematis siswa pada pembelajaran berbasis kemampuan otak (Brain Based Learning) telah merata dan mencapai tingkat perkembangan yang cukup memadai. Jumlah kemunculannya relatif tidak terlalu banyak dengan frekuensi kemunculan sebanyak 63 eviden. Salah satu penyebabnya dari pencapaian ini karena jumlah pertemuan yang terbatas. Walaupun demikian, siswa telah memiliki potensi kecerdasan logis-matematis yang dapat dikembangkan secara optimalkan.
Pemanfaatan Media Pembelajaran : Buku Cerita Bergambar Berbasis Mitigasi Bencana Untuk Meningkatkan Literasi Informasi Vini Syafitri, Yoesrina Novia; Fitriani, Dewi; Layyinah, Rahmatika; Darmawan, Nurani Hadnistia; Hilmawan, Hilman
Jurnal Ilmiah Profesi Pendidikan Vol. 10 No. 3 (2025): Agustus
Publisher : Fakultas Keguruan dan Ilmu Pendidikan, Universitas Mataram

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.29303/jipp.v10i3.3564

Abstract

Information literacy is an essential skill for elementary school students, particularly in understanding disaster mitigation materials. Engaging learning media can help enhance this ability. The purpose of this study was to determine the effect of using disaster mitigation-based picture storybook media on the information literacy of elementary school students. This research employed a quasi-experimental method with a nonequivalent control group design. The sample consisted of fourth-grade students at Cimangkok Elementary School, with tests as the research instrument. Data were analyzed using descriptive statistics and a t-test. The average pretest score of the experimental class was 45.6, while the control class scored 44. The average posttest score of the experimental class increased to 75, compared to 53 in the control class. The hypothesis test showed a significance value of 0.001 < a = 0.05, indicating that Ho was rejected and Ha was accepted. Based on these results, the use of disaster mitigation-based picture storybook media has a significant effect on improving elementary school students’ information literacy.
Pengembangan Alat Ukur Kecerdasan Jamak Siswa Sekolah Dasar Berorientasi Pembelajaran Darmawan, Nurani Hadnistia; Hilmawan, Hilman
Edukasi: Jurnal Penelitian dan Artikel Pendidikan Vol 11 No 2 (2019)
Publisher : Universitas Muhammadiyah Magelang

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.31603/edukasi.v11i2.2956

Abstract

The purpose of this research, in general, is to develop measurement tools for verbal-linguistic intelligence, logical-mathematical intelligence, interpersonal intelligence, and kinesthetic intelligence for elementary school students. More specifically the purpose of this study is to test the validity and reliability of measuring tools verbal-linguistic intelligence, logical-mathematical intelligence, interpersonal intelligence, and kinesthetic intelligence of elementary school students. The research method used is descriptive development method. Development of measuring tools for verbal-linguistic intelligence, logical-mathematical intelligence, interpersonal intelligence, and kinesthetic intelligence was collected through survey techniques by observing to see the emergence of each student. Data analysis techniques in this study were conducted by testing the validity and reliability of the measuring instrument. The research subjects were 30 first grade students scattered in SDN 1 Pasirhalang, SDN 1 Selaawi, and SDN 1 Sukaraja, Sukaraja District, Sukabumi Regency in the 2018/2019 school year. The results of this study indicate that the measurement tools for verbal-linguistic intelligence, logical-mathematical intelligence, interpersonal intelligence, and kinesthetic intelligence are in the valid category of 30 indicator items out of 40 indicator items and are reliable with Cronbach's Alpha value of 0.739 which is in the high category.
Pemanfaatan Media Pembelajaran : Buku Cerita Bergambar Berbasis Mitigasi Bencana Untuk Meningkatkan Literasi Informasi Yoesrina Novia Vini Syafitri; Dewi Fitriani; Rahmatika Layyinah; Nurani Hadnistia Darmawan; Hilman Hilmawan
Jurnal Ilmiah Profesi Pendidikan Vol. 10 No. 3 (2025): Agustus
Publisher : Fakultas Keguruan dan Ilmu Pendidikan, Universitas Mataram

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.29303/jipp.v10i3.3564

Abstract

Information literacy is an essential skill for elementary school students, particularly in understanding disaster mitigation materials. Engaging learning media can help enhance this ability. The purpose of this study was to determine the effect of using disaster mitigation-based picture storybook media on the information literacy of elementary school students. This research employed a quasi-experimental method with a nonequivalent control group design. The sample consisted of fourth-grade students at Cimangkok Elementary School, with tests as the research instrument. Data were analyzed using descriptive statistics and a t-test. The average pretest score of the experimental class was 45.6, while the control class scored 44. The average posttest score of the experimental class increased to 75, compared to 53 in the control class. The hypothesis test showed a significance value of 0.001 < a = 0.05, indicating that Ho was rejected and Ha was accepted. Based on these results, the use of disaster mitigation-based picture storybook media has a significant effect on improving elementary school students’ information literacy.
PENGEMBANGAN MEDIA PEMBELAJARAN BERBASIS APLIKASI GENIALLY DENGAN GAMIFIKASI UNTUK MENINGKATKAN HASIL BELAJAR SISWA SEKOLAH DASAR Darmawan, Nurani Hadnistia; Cahyadireja, Ardi; Hilmawan, Hilman; Astuti, Windy Dwi
Pendas : Jurnal Ilmiah Pendidikan Dasar Vol. 9 No. 2 (2024): Volume 09 No. 2 Juni 2024
Publisher : Program Studi Pendidikan Guru Sekolah Dasar FKIP Universitas Pasundan

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.23969/jp.v9i2.14858

Abstract

Peningkatan efektivitas dan kualitas pembelajaran merupakan salah satu hal yang harus diupayakan dalam mencapai tujuan pendidikan. Media pembelajaran merupakan alat yang dapat digunakan dalam menyampaikan pesan dan materi pembelajaran serta dapat membantu siswa dalam memahami materi ajar dengan lebih bermakna. Faktanya, penggunaan media pembelajaran khususnya pada pembelajaran IPA masih minim sehingga pencapaian hasil belajar siswa pun menjadi tidak optimal. Adapun tujuan penelitian ini yakni mengembangkan media pembelajaran berbasis aplikasi genially dengan gamifikasi untuk meningkatkan hasil belajar siswa sekolah dasar pada materi sistem pernapasan manusia dan hewan. Subjek penelitian ini adalah siswa kelas V sekolah dasar. Adapun metode penelitian yang digunakan adalah Research and Development (RnD) dengan teknik pengumpulan data berupa non tes (wawancara dan angket) serta tes. Dari penelitian tersebut diperoleh hasil validasi ahli materi dengan persentase 100% (sangat layak), validasi media 77.5% (sangat layak), dan validasi bahasa dengan persentase 77.5% (sangat layak). Uji coba media pembelajaran dilakukan melalui proses uji coba kelompok kecil dengan persentase 92% (sangat layak), uji kelompok besar 93.7% (sangat layak). Hasil respon angket pada guru mendapatkan hasil 3.58 dengan kategori sangat efektif. Adapun uji efektifitas N-Gain menyatakan bahwa terdapat peningkatan nilai dari pretest dan posttest dengan skor 0.86 yang menunjukkan bahwa terdapat peningkatan signifikan terhadap hasil belajar siswa.
PENGARUH GUIDED INQUIRY LEARNING BERBANTUAN BOARD GAME TERHADAP KETERAMPILAN PROSES SAINS SISWA SEKOLAH DASAR Darmawan, Nurani Hadnistia; Hilmawan, Hilman; Agustiana, Nadia
Pendas : Jurnal Ilmiah Pendidikan Dasar Vol. 11 No. 02 (2026): Volume 11 Nomor 02, Juni 2026 Published
Publisher : Program Studi Pendidikan Guru Sekolah Dasar FKIP Universitas Pasundan

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.23969/jp.v11i02.48058

Abstract

Science process skills are one of the competencies that must be mastered in learning to foster a scientific mindset and problem-solving abilities. These skills help to develop students who are critical, creative, innovative and ready to compete on a global scale. In reality, science process skills are still not optimally stimulated in science learning, which tends to focus solely on conceptual or theoretical teaching. One learning model that can enhance science process skills is guided inquiry. This study aims to determine the effect of guided inquiry learning assisted by the board game on the science process skills of primary school pupils. The design used in this study is a quasi-experimental design with a non-equivalent control group. The total sample size for the study was 54 pupils. Tests and questionnaires were used as data collection techniques. The results of the independent samples t-test showed that 0.00 < α = 0.05. This indicates that there is a significant effect of the implementation of guided inquiry learning supported by the board game on the science process skills of primary school pupils. Furthermore, the results of the questionnaire analysis regarding students’ responses to the implementation of guided inquiry learning were 98.52%, and those regarding the use of the board game as a learning tool were 99.63%. Both results indicate a positive response or interest from students in participating in the learning process.
DINAMIKA AKTIVITAS BELAJAR SISWA DAN KINERJA GURU DALAM PEMBELAJARAN MEMBACA PERMULAAN BERBANTUAN MEDIA FLASHCARD DI KELAS II SEKOLAH DASAR Muhamad Hafid Nugraha; Nurani Hadnistia Darmawan; Hilman Hilmawan
Pendas : Jurnal Ilmiah Pendidikan Dasar Vol. 11 No. 03 (2026): Volume 11 Nomor 03, September 2026 Published
Publisher : Program Studi Pendidikan Guru Sekolah Dasar FKIP Universitas Pasundan

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.23969/jp.v11i03.57671

Abstract

The quality of the learning process, as reflected in student activity and teacher performance, constitutes one of the determining factors in the success of early reading instruction, in addition to test results. This study aims to describe the dynamics of student learning activity and teacher performance during the implementation of flashcard media in early reading instruction in Grade II of SD Negeri Cikaret. This study employed a Classroom Action Research (CAR) design based on the Kemmis and McTaggart model, consisting of two cycles. The subjects of this study were one teacher and 20 second-grade students of SD Negeri Cikaret, selected using a total sampling technique. Data were collected through student activity observation sheets, teacher performance observation sheets, and field notes. The data were then analyzed using descriptive-quantitative and qualitative methods through triangulation. The results showed that student learning activity increased from the Sufficient category (60%) in Cycle I to Very Good (90%) in Cycle II. Meanwhile, teacher performance improved from 65% (Sufficient) to 90% (Very Good). The field notes revealed a shift in student attitudes from passive and hesitant to active, courageous, and confident, in line with the refinement of actions involving the enlargement of card size, the rearrangement of seating positions, shared reading activities, and the reinforcement of feedback. Therefore, it can be concluded that the implementation of flashcard media proved capable of fostering student learning engagement while simultaneously enhancing the teacher's skill in managing early reading instruction.
PENGARUH PENGGUNAAN MEDIA INTERAKTIF BERBASIS WEBSITE EDUCAPLAY TERHADAP HASIL BELAJAR MATEMATIKA PADA NILAI TEMPAT BILANGAN SISWA KELAS III SDN WALURAN Yuni; Hilman Hilmawan; Ajeng Lestari; Yuliyanti; Gina Farida
Pendas : Jurnal Ilmiah Pendidikan Dasar Vol. 11 No. 03 (2026): Volume 11 Nomor 03, September 2026 Published
Publisher : Program Studi Pendidikan Guru Sekolah Dasar FKIP Universitas Pasundan

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.23969/jp.v11i03.61023

Abstract

The low mathematics learning outcomes of students on place value material indicate that their conceptual understanding has not been optimal. One factor contributing to this condition is the use of less interactive learning media, which results in students being less actively involved in the learning process. Therefore, learning media that can increase student engagement are needed, one of which is the educaplay website, which provides various interactive learning activities. This study aimed to determine the effect of interactive learning media based on the educaplay website on the mathematics learning outcomes of third-grade students at SDN Waluran in place value material. This study employed a quantitative approach using a pre-experimental method with a One Group Pretest-Posttest Design. The sample consisted of 30 third-grade students selected through saturated sampling. Data were collected through learning achievement tests and analyzed using the normality test, Paired sample t-test, and N-Gain test. The results showed that the mean pretest score of the students was 52.83, which increased to 79.50 in the posttest. The Paired sample t-test yielded a significance value of 0.001 < 0.05, indicating that H₀ was rejected and Hₐ was accepted. In addition, the N-Gain test results indicated an improvement in learning outcomes in the moderate category. Therefore, it can be concluded that the use of interactive learning media based on the educaplay website has a positive and significant effect on mathematics learning outcomes in place value material among third-grade students at SDN Waluran.
HUBUNGAN INTENSITAS PENGGUNAAN APLIKASI TIKTOK TERHADAP MOTIVASI BELAJAR SISWA KELAS V SD NEGERI RIUNGGUNUNG Maulana, Rijkar; Hilman Hilmawan; Nurani Hadnistia Darmawan
Pendas : Jurnal Ilmiah Pendidikan Dasar Vol. 11 No. 03 (2026): Volume 11 Nomor 03, September 2026 Publish
Publisher : Program Studi Pendidikan Guru Sekolah Dasar FKIP Universitas Pasundan

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.23969/jp.v11i03.61740

Abstract

This study was motivated by the increasing use of the TikTok application among elementary school students, which has the potential to influence their learning motivation. The purpose of this study was to determine the intensity of TikTok application usage, students’ learning motivation, and the relationship between TikTok usage intensity and the learning motivation of fifth-grade students in Indonesian language subjects at SD Negeri Riunggunung. This study employed a quantitative approach with a correlational method. The population consisted of all fifth-grade students at SD Negeri Riunggunung, totaling 28 students, using a saturated sampling technique. Data were collected using questionnaires and analyzed using descriptive statistics and Pearson Product Moment correlation with SPSS. The results showed that TikTok usage intensity was categorized as moderate, while learning motivation was categorized as good. The Pearson correlation coefficient (r) was 0.387 with a significance value of 0.042 < 0.05, indicating a positive and significant relationship. The coefficient of determination (R²) was 0.149, meaning TikTok usage intensity contributed 14.9% to students’ learning motivation. In conclusion, TikTok application usage has a positive and significant relationship with students’ learning motivation, though the strength is categorized as low.