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PENGEMBANGAN BAHAN AJAR MATEMATIKA BERBASIS LITERASI NUMERASI PADA MATERI SKALA DAN PERBANDINGAN DI SEKOLAH DASAR Erviona Rizky Dwirahma; Dian Kusmaharti; Via Yustitia
Jurnal Inovasi Pendidikan dan Sains Vol 4 No 3 (2023): December
Publisher : Lembaga Penelitian dan Pengabdian kepada Masyarakat Universitas Nahdlatul Wathan Mataram

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.51673/jips.v4i3.1820

Abstract

Numeracy literacy competency among students who are classified as low. Apart from this, in mathematics learning, some teachers only use textbooks and a lack of teaching materials to support learning, which causes a lack of student interest and monotony in mathematics learning, so teaching materials are needed that are integrated with numeracy literacy in order to grow students' numeracy literacy competencies. The aims of this research are (1) to describe the process of developing mathematics teaching materials based on numeracy literacy, (2) to determine the feasibility of mathematics teaching material products based on numeracy literacy. The development model in this research is a 4D model. There are four stages in the 4D model, including Define, Design, Development and Disseminate. However, the development research carried out only uses the 3D stage or up to the Development stage. In this development research, data collection techniques were used, namely unstructured interviews and questionnaires and used qualitative data analysis techniques and quantitative data analysis techniques. The results of the research are (1) a mathematics teaching material product based on numeracy literacy in scale and comparison material in elementary schools. Based on the results of the assessment scores obtained by experts (material experts, media experts and language experts), it was found that (2) feasibility test results for the product development of mathematics teaching materials based on numeracy literacy in scale and comparison material in elementary schools received the "Very Feasible" category.
BAHAN AJAR BERBASIS REALISTIC MATHEMATICS EDUCATION PADA MATERI OPERASI HITUNG PECAHAN KELAS V SEKOLAH DASAR Rizky Aulia Sari; Dian Kusmaharti; Via Yustitia
Jurnal Inovasi Pendidikan dan Sains Vol 4 No 3 (2023): December
Publisher : Lembaga Penelitian dan Pengabdian kepada Masyarakat Universitas Nahdlatul Wathan Mataram

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.51673/jips.v4i3.1821

Abstract

Learning mathematics in elementary schools usually means students only memorize concepts or formulas without seeing directly the problems related to the concepts so that students mathematical concept retention is low. The objectives of this research are (1) to describe the process of developing Realistic Mathematics Education based mathematics teaching materials for fraction calculation operation material for class V elementary schools (2) to determine the feasibility of Realistic Mathematics Educatio based teaching materials for class V elementary schools. This type of research is Research and Development (R & D) with the ADDIE development model but is only limited to three stages including Analysis, Design, Develop. The data collection methods used were questionnaires and unstructured interviews. The data analysis technique used is qualitative to describe product development and descriptive quantitative to determine product feasibility. The results of this development research are (1) the development product in the form of teaching materials based on Realistic Mathematics Education on fraction counting operations. (2) The results of the product feasibility test obtained a very valid category so that the teaching materials were suitable for use in learning.
GAMIFIKASI DALAM PEMBELAJARAN NUMERASI: DARI TANTANGAN KE KESERUAN BELAJAR MATEMATIKA Via Yustitia; Arif Mahya Fanny; Dian Kusmaharti; Halimatus Sa’diyah
Seminar Nasional Hasil Riset dan Pengabdian Vol. 7 (2025): Seminar Nasional Hasil Riset dan Pengabdian (SNHRP) Ke 7 Tahun 2025
Publisher : LPPM Universitas PGRI Adi Buana

Show Abstract | Download Original | Original Source | Check in Google Scholar

Abstract

Penelitian ini bertujuan untuk mendeskripsikan penerapan gamifikasi dalam pembelajaran numerasi serta dampaknya terhadap motivasi dan keterlibatan belajar siswa sekolah dasar. Jenis penelitian yang digunakan adalah kuantitatif deskriptif dengan subjek 32 siswa kelas V di SDN Ketintang IV Surabaya. Data dikumpulkan melalui tes kemampuan numerasi, angket respon siswa, dan observasi aktivitas belajar selama penerapan gamifikasi. Teknik analisis yang digunakan adalah analisis deskriptif dengan menghitung rata-rata, persentase, dan kategori respon siswa. Hasil penelitian menunjukkan bahwa penerapan gamifikasi dalam pembelajaran numerasi memperoleh respon sangat positif dari siswa (88%), khususnya pada aspek motivasi dan kesenangan belajar. Selain itu, terjadi peningkatan rata-rata skor numerasi dari 67,5 sebelum perlakuan menjadi 82,3 setelah pembelajaran berbasis gamifikasi. Observasi juga menunjukkan bahwa siswa lebih aktif, antusias, dan kolaboratif selama kegiatan berlangsung. Hasil ini mengindikasikan bahwa gamifikasi mampu mengubah pembelajaran numerasi dari aktivitas yang menegangkan menjadi pengalaman belajar yang menyenangkan dan bermakna.
WORKSHOP PENGEMBANGAN MODUL AJAR DEEP LEARNING BAGI GURU SEKOLAH DASAR Feny Rita Fiantika; Danang Prastyo; Dian Kusmaharti
Kanigara Vol 6 No 1 (2026): Kanigara
Publisher : Universitas PGRI Adi Buana Surabaya

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.36456/gp7xka26

Abstract

This activity is a Community Service activity carried out by the Community Service Team of Elementary School Teacher Education lecturers, Faculty of Teacher Training and Education, Universitas PGRI Adi Buana Surabaya. The purpose of this service activity is to improve teacher competence in developing Deep Learning teaching modules. Participants in this activity are teachers who are members of MGMP throughout Ketidur Mojokerto sub-district and this activity was carried out at SDN Ketidur Mojokerto on November 24, 2025 using presentation, modeling, and simulation methods accompanied by assignments. The results of the workshop showed that participants were able to understand and design Deep Learning teaching modules well, participants were motivated in participating in the Deep Learning teaching module workshop, and there were changes in knowledge/competence in developing Deep Learning teaching modules.  
ENHANCING STUDENTS' CRITICAL THINKING IN NUMERACY PROBLEM-SOLVING THROUGH A FIELD-INDEPENDENT LEARNING STYLE AND HIGH SELF EFFICACY Yustitia, Via; Murti, Varissa Sarahma; Kusmaharti, Dian; Faridah, Luluk
Jurnal Ilmiah Ilmu Terapan Universitas Jambi Vol. 9 No. 1 (2025): Volume 9, Nomor 1, March 2025
Publisher : LPPM Universitas Jambi

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.22437/jiituj.v9i1.36525

Abstract

The urgency of addressing the lack of critical thinking skills among class V-B students at elementary school Ketintang 1 Surabaya is paramount. This study aims to elucidate the critical thinking abilities of students who exhibit a field-dependent cognitive style and high self-efficacy. The study employed a qualitative approach and phenomenological method. Data collection involved the use of the Group Embedded Figures Test (GEFT), self-efficacy questionnaires, and critical thinking assessments in mathematics, specifically on topics related to cubes and rectangular prisms. Data analysis comprised data condensation, data presentation, and conclusion drawing. Based on GEFT and self-efficacy questionnaire results, one class V-B student with a field-dependent cognitive style and high self-efficacy was selected for further critical thinking skills assessment. Based on the results of the critical thinking skills test, the student with a field-dependent cognitive style and high self-efficacy demonstrated notable strengths. In the process of basic clarification, the student met the indicators for analyzing arguments and formulating statements, effectively presenting their arguments. When providing reasons for decisions, the student showed the ability to consider the credibility of sources by selecting appropriate problem-solving strategies. However, she occasionally made calculation errors due to inaccuracy. In the process of concluding, the student met the indicators for making and evaluating decisions, successfully composing conclusion sentences that aligned with the problems and final answers.
ANALISIS PENGETAHUAN TEKNOLOGI PADA PENDEKATAN TPACK DI SEKOLAH DASAR Uswatun Khasanah; Dian Kusmaharti; Wahyu Susiloningsih
Jurnal Pendidikan dan Sastra Inggris Vol. 2 No. 2 (2022): Agustus: Jurnal Pendidikan dan Sastra Inggris
Publisher : Lembaga Pengembangan Kinerja Dosen

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.55606/jupensi.v2i2.275

Abstract

The problem faced in this study is how the activity of the technological capabilities of teachers and students in the TPACK approach of elementary school. The purpose of this research is to analyze the technological capabilities of teachers and students in learning with the approach of TPACK. This type of research is qualitative approach. The subjects of this study are teachers and Students of elementary school. Data collection techniques use observations, interviews and documentation. The results of teacher technology capability activities such as learning using software in the form of: Blog, Microsoft Teams, Microsoft 365, Google Meet, Zoom, etc.), the ability to operate technology, learn technology, integrate technology, and use software conference is categorized enough. Teachers still don't meet all categories. While the results of student activities such as learning using software in the form of: Blog, Microsoft Teams, Microsoft 365, Google Meet, Zoom, etc.), the ability to operate technology, learn technology, integrate technology, and use conference software is categorized very well. Because students almost all meet the category.  
PENGEMBANGAN MEDIA PEMBELAJARAN INTERAKTIF “SIBANGTAR (NUMERASI KELILING BANGUN DATAR)’’ PADA SISWA KELAS V SD Nova Oktavia Sari; Dra. Dian Kusmaharti, S.Si., M. Pd
Didaktik : Jurnal Ilmiah PGSD STKIP Subang Vol. 11 No. 03 (2025): Volume 11 No. 03 September 2025 In Build
Publisher : STKIP Subang

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.36989/didaktik.v11i03.7750

Abstract

Interactive learning media is a learning media designed to actively involve students in the learning process. This study aims to develop interactive learning media on the material of the circumference of flat shapes in grade V of elementary school. This study uses the ADDIE research model with several stages including Analysis, Design, Development, Implementation, Evaluation. This study created an interactive learning media based on android with an assessment from three validators, namely material experts with a value of 94%, media experts with a value of 90%, and language experts with a value of 90% all meeting the criteria of "very feasible". The results of the student response assessment using 1 trial, namely a small group trial, the value of the media presentation obtained a value of 91% all meeting the criteria of "very feasible". So this shows that the development of this SIBANGTAR interactive learning media is feasible to be implemented in learning.
EFEKTIVITAS MEDIA GAME ULAR TANGGA BERBASIS CANVA PADA MATERI PECAHAN TERHADAP HASIL BELAJAR MATEMATIKA SISWA SEKOLAH DASAR Nur Lia Slamet Hidayah; Dian Kusmaharti
Pendas : Jurnal Ilmiah Pendidikan Dasar Vol. 11 No. 01 (2026): Volume 11 No. 01, Maret 2026 Release
Publisher : Program Studi Pendidikan Guru Sekolah Dasar FKIP Universitas Pasundan

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.23969/jp.v11i01.43432

Abstract

This study aims to determine the effectiveness of using Canva-based snakes and ladders game media in improving the learning outcomes of fourth-grade elementary school students on the topic of fractions. This research was conducted because of low student learning outcomes, caused by a lack of diverse and interactive learning media. This situation makes students feel uninterested and struggle to understand concepts that feel difficult. Data collection techniques included observations, questionnaires, and tests. This study employs a descriptive approach with a one-group pretest-posttest experimental design, involving 28 participants. The digital snakes and ladders game serves as an engaging and interactive tool that helps enhance students' understanding. The results of the study indicate that the average learning outcome scores increased from the pre-test to the post-test. The data analysis process utilized the N-Gain test. Therefore, it can be concluded that using Canva-based snakes and ladders game media is highly effective, clear, and makes learning enjoyable, making it a viable alternative in learning media to improve students' mathematics learning outcomes.
Pengaruh Media Interaktif Terhadap Kemampuan Perkalian pada Aktivitas Siswa Kelas III Sekolah Dasar Negeri Ngagelrejo I/396 Mufidah, Ellyna Citra; Kusmaharti, Dian
Paedagogie Vol 21 No 1 (2026)
Publisher : Universitas Muhammadiyah Magelang

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.31603/paedagogie.v21i1.16369

Abstract

This study discusses the challenges faced by third-grade elementary school students in understanding multiplication, which are often caused by conventional and monotonous teaching methods that emphasize memorization rather than conceptual understanding. This study aims to investigate the effect of interactive media on students’ multiplication skills and to describe students’ engagement in interactive learning activities. The study was conducted at SDN Ngagel Rejo I/396 Surabaya. The population of this study consisted of third-grade students. Data were collected through observation and pretest–posttest methods. The research instruments included pretest and posttest questions, as well as observation sheets to assess student learning activities. Data analysis was carried out using a t-test, preceded by normality and homogeneity tests. The findings indicate that interactive media has a significant positive effect on students’ multiplication skills and learning engagement, leading to improved learning outcomes of third-grade students at SDN Ngagel Rejo I/396 Surabaya. Therefore, it is recommended that teachers use interactive media as an effective alternative in teaching multiplication to increase students’ interest in both independent and group learning.
TANGGAPAN PENGGUNA TERHADAP KONTRIBUSI BAHAN AJAR IPAS V SD BEBASIS STREAM SEBAGAI CAPAIAN PROFIL PELAJAR PANCASILA P3 Achmad Fanani; Dian Kusmaharti; Arif Mahya Fanny; Zahra Maulidha; Fifi Hidayatul Ilmia; Meinda Samudra Utari
Jurnal Penelitian Pendidikan IPA Vol 11 No 2 (2025): February
Publisher : Postgraduate, University of Mataram

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.29303/jppipa.v11i2.10128

Abstract

Pancasila Student Profile (P3) is designed to improve the quality of education in Indonesia. This study inserts the R (Religion) element in the STEAM approach into the STREAM approach in the teaching materials of IPAS V SD.  Said that this study aims to describe the responses of users (teachers and prospective teachers) to the contribution of STREAM-based IPAS V SD teaching materials as a support for P3 achievements. The research method used is descriptive quantitative, using user responses as data collection. The content and competencies of students in this teaching material are packaged and presented in the form of activities related to aspects of Science, Technology, Religion, Engineering, Art and Mathematics.  Which is integrated in learning. With the light of knowledge and wisdom of learning as well as a short comic of gratitude for Allah's blessings and greatness on each topic related to the content of the chapter as a form of strengthening the character education of students. The results of the study concluded that user responses to STREAM-based IPAS V SD teaching materials can contribute as a support for P3 achievement with a score of 82.97%, the predicate is very feasible.