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Analisis Pemahaman Konsep pada Materi Hukum Newton Jufriadi, Akhmad; Fatma, Ayun Faidah; Hudha, Muhammad Nur; Sholikhan, Sholikhan
RAINSTEK: Jurnal Terapan Sains dan Teknologi Vol. 5 No. 2 (2023): Juni
Publisher : Fakultas Sains dan Teknologi Universitas Kanjuruhan Malang

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.21067/jtst.v5i2.8556

Abstract

Penelitian ini bertujuan untuk menganalisis pemahaman konsep pada materi Hukum Newton menggunakan teori APOS. Penelitian ini menggunakan pendekatan mixed methods dengan desain sequential explanatory. Subyek penelitian ini adalah siswa kelas X SMAN 1 Sumberpucung dengan sampel sebanyak 35 siswa. Instrumen yang digunakan untuk mengukur pemahaman konsep siswa adalah soal three tier multiple choice untuk menganalisis pemahaman konsep yang dimiliki siswa, wawancara singkat, dan dokumentasi untuk mengetahui pemahaman konsep siswa. Instrumen penelitian yang digunakan adalah soal tes sebanyak 14 soal. Setiap soal disertakan kolom CRI untuk mengetahui tingkat keyakinan siswa dalam menjawab soal. Teknik analisis data diawali pengambilan data kuantitatif kemudian data kualitatif. Siswa dibagi menjadi 3 kategori yaitu siswa berkemampuan tinggi, sedang, rendah yang ditinjau dari prestasi belajarnya. Hasil analisis pemahaman konsep secara menyeluruh menunjukkan nilai rata-rata siswa untuk tahap aksi sebesar 67,20, proses 65,14, objek 60,93, dan skema 61,14, hal ini menunjukkan bahwa secara keseluruhan pemahaman konsep siswa termasuk dalam kategori sedang dengan persentase sebesar 63,6%. Maka dapat disimpulkan siswa yang memiliki pemahaman konsep tinggi maka memiliki prestasi belajar yang tinggi, dan siswa yang memiliki pemahaman konsep rendah memiliki prestasi belajar yang rendah.
Integrasi Team Games Tournament (TGT) dan Discovery Learning pada Cluster Random Praktikum untuk Meningkatkan Asesmen Kinerja dan Hasil Belajar Mahasiswa Sayyadi, Muhammad; Sholikhan, Sholikhan
Jurnal Metaedukasi: Jurnal Ilmiah Pendidikan Vol 7, No 2 (2025): Metaedukasi
Publisher : Universitas Siliwangi

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.37058/metaedukasi.v7i2.17769

Abstract

Tujuan dari integrasi Team Games Tournament dan Discovery Learning (TGT) pada Cluster Random Praktikum adalah mendeskripsikan langkah-langkah pembelajaran yang efektif agar tercipta suasana belajar yang nyaman untuk meningkatkan asesmen kinerja dan hasil belajar mahasiswa. Penelitian ini menggunakan jenis penetian tindakan kelas (PTK). Tindakan yang dilakukan sebanyak tiga siklus pembelajaran pada mahasiswa PGSD yang berjumlah 31 orang. Pengambilan data diperoleh secara kulaitatif maupun kuantitatif. Perolehan data secara kuantitaif berupa nilai asesmen kinerja dan hasil belajar mahasiswa, sedangkan data kualitatif diperoleh dari hasil wawancara dan hasil observasi lapangan. Teknik yang digunakan untuk meningkatkan keabsahan temuan berupa triangulasi data. Analisis hasil dilakukan dengan cara reduksi data, penyajian hasil dan penarikan kesimpulan. Perolehan hasil penelitian menunjukkan adanya peningkatan asesmen kinerja dan hasil belajar mahasiswa dari siklus pertama sampai siklus ketiga. Peningkatan tersebut dapat dibuktikan dengan asesmen kinerja siklus pertama sebesar 81,14, siklus kedua 87,21 dan siklus ketiga sebesar 91,88. Hasil belajar pada siklus pertama sebesar 80,43, siklus kedua sebesar 86,62, dan siklus ketiga sebesar 90,81. Hal ini menunjukkan bahwa hasil integrasi TGT dan Discovery Learning pada Cluster Random Praktikum dapat meningkatkan asesmen kinerja dan hasil belajar mahasiswa.
EFEKTIVITAS MODEL PEMBELAJARAN BERBASIS (PROJECT BASED LEARNING) BERBANTUAN PHET TERHADAP PENINGKATAN PENGUASAAN KONSEP RANGKAIAN LISTRIK SEDERHANA PADA SISWA SEKOLAH DASAR Deric Wisnu Pradana; Sholikhan, Sholikhan; Farida Nur Kumala
Pendas : Jurnal Ilmiah Pendidikan Dasar Vol. 11 No. 1 (2026): Volume 11 No.1, Maret 2026.
Publisher : Program Studi Pendidikan Guru Sekolah Dasar FKIP Universitas Pasundan

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.23969/jp.v11i1.41814

Abstract

This study aims to examine the effectiveness of the Project-Based Learning (PjBL) model assisted by PhET simulations in improving elementary school students’ concept mastery of simple electrical circuits. This research employed a quantitative approach with a quasi-experimental design using the nonequivalent control group design. The sample consisted of an experimental class (VA) with 30 students taught using PjBL assisted by PhET and a control class (VB) with 30 students taught using conventional learning. Data were collected using pretest and posttest instruments consisting of 15 multiple-choice questions and 5 essay questions. Data analysis was conducted using the One-Sample Kolmogorov-Smirnov Test normality test, Levene homogeneity test, and independent sample t-test with SPSS 30. The results indicate that the PhET-assisted PjBL model significantly improves students’ concept mastery compared to conventional learning.
MEMBERDAYAKAN MOTIVASI BELAJAR DAN KETERAMPILAN BERPIKIR KRITIS SISWA MELALUI PENERAPAN MODEL PEMBELAJARAN DISCOVERY PADA MATERI GETARA DAN GELOMBANG Sholikhan, Sholikhan; Amul, Tilde Novaria; Ain, Nurul
JURNAL RISET PENDIDIKAN DAN PENGAJARAN Vol. 2 No. 2 (2023): JULY
Publisher : Transpublika Publisher

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.55047/jrpp.v2i2.521

Abstract

The objective of this research is (1) to determine the quality of implementing the Discovery Learning model that can enhance students' learning motivation and critical thinking, (2) to assess the improvement in students' critical thinking skills through the application of the Discovery Learning model, and (3) to identify the enhancement in students' learning motivation through the implementation of the Discovery Learning model. The research method employed in this study is classroom action research (CAR), consisting of the stages of planning, action, observation, and reflection. The research subjects are 37 eighth-grade students at SMP PGRI 02 Singosari in the academic year 2022/2023. Data collection procedures include tests, observations, and documentary studies. The research findings indicate that: (1) the quality of implementing the Discovery Learning model, which enhances critical thinking skills and learning motivation, is considered good; (2) there is an improvement in students' critical thinking skills through the application of the Discovery Learning model, (3) there is an increase in students' learning motivation through the implementation of the Discovery Learning model.
PENGARUH GAME-BASED LEARNING BERBANTUAN GAME EDUKATIF “AYO MENDAUR ULANG” TERHADAP KREATIVITAS SISWA SEKOLAH DASAR Dista Olivia Efranji; Sholikhan, Sholikhan; Arnelia Dwi Yasa
Pendas : Jurnal Ilmiah Pendidikan Dasar Vol. 11 No. 2 (2026): Volume 11 No. 02, Juni 2026.
Publisher : Program Studi Pendidikan Guru Sekolah Dasar FKIP Universitas Pasundan

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.23969/jp.v11i2.47922

Abstract

Elementary school learning is generally still oriented toward mastery of subject matter, so students’ creativity has not been fully facilitated. Therefore, a learning strategy is needed that can create an active and enjoyable learning process while Giving pupils the chance to freely share their thoughts. The purpose of this study is to investigate how primary school students' creativity is affected when the game-based learning approach is used in conjunction with the educational game "Ayo Mendaur Ulang." This study used a quasi-experimental design and a quantitative methodology. Fifth-graders who were split between an experimental class and a control class made up the sample. Essay exams in the form of pretest and posttest were used to collect data on students' inventiveness. The gathered data were then examined using a t-test for hypothesis testing, homogeneity testing, and normality testing. The findings revealed a substantial difference in the inventiveness of students who were taught using the game-based learning model with the use of instructional games compared to those who were taught without the use of games. According to these results, using game-based learning with the help of the educational game "Ayo Mendaur Ulang" enhances students' creativity and is suggested as a substitute teaching method in primary school.
PENGARUH MODEL DISCOVERY LEARNING BERBANTUAN MEDIA PEMBELAJARAN INTERAKTIF TERHADAP SIKAP KEPEDULIAN LINGKUNGAN SISWA SEKOLAH DASAR PADA MATERI DAUR ULANG SAMPAH Lukita Febrian, Ardina; Sholikhan, Sholikhan; Dwi Yasa, Arnelia
Pendas : Jurnal Ilmiah Pendidikan Dasar Vol. 11 No. 2 (2026): Volume 11 No. 02, Juni 2026.
Publisher : Program Studi Pendidikan Guru Sekolah Dasar FKIP Universitas Pasundan

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.23969/jp.v11i2.48029

Abstract

This study was conducted from the concern that environmental topics in elementary schools often stop at conceptual understanding and have not consistently shaped students' willingness to care for their surroundings. The research investigated the contribution of Discovery Learning integrated with Interactive Learning Media to fifth-grade students' environmental care attitudes in a waste-recycling lesson. A quasi-experimental quantitative approach was used with a nonequivalent control group design. The participants were 56 students of SDN Sukun 2 Malang, distributed into an experimental class and a comparison class. The instrument was an attitude scale arranged from cognitive, affective, and conative indicators, supported by classroom observation. Data analysis included normality and homogeneity testing, Independent Samples t-test, N-Gain, and effect-size interpretation. The results showed that the experimental class achieved a higher posttest mean than the control class. The N-Gain in the experimental class reached 0.737, while the effect size was 1.99, indicating a strong practical impact. These findings show that discovery activities supported by interactive visual materials can make the issue of waste more visible, personally meaningful, and emotionally engaging for students. Environmental instruction at the elementary level therefore needs to be designed not merely as knowledge delivery, but as learning that trains students to notice problems, reflect on consequences, and build responsible habits.
PENGARUH PEMANFAATAN VIRTUAL LABORATORY PHET BERBASIS MEANINGFUL – JOYFUL LEARNING TERHADAP MINAT BELAJAR IPA Firmansyah, Syahrul; Sholikhan, Sholikhan; Farida Nur Kumala
Pendas : Jurnal Ilmiah Pendidikan Dasar Vol. 11 No. 2 (2026): Volume 11 No. 02, Juni 2026.
Publisher : Program Studi Pendidikan Guru Sekolah Dasar FKIP Universitas Pasundan

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.23969/jp.v11i2.49045

Abstract

This research aims to analyze the effect of using Virtual Laboratory PhET based on Deep Learning with the Meaningful-Joyful Learning approach on the interest in learning Natural Science (IPA) of primary school grade IV students. The research background is based on the low interest in learning of some students towards IPA learning which tends to be abstract and lacks a meaningful learning experience. Virtual Laboratory PhET is seen as an innovative learning medium that is able to facilitate the exploration of concepts in an interactive, safe, and fun way. This research uses a quantitative approach with a quasi-experimental design, involving the experimental class and the control class. The research instrument is in the form of a learning interest questionnaire based on the indicators of students' feelings of pleasure, interest, attention, and involvement. Data was analyzed using inferential statistics to find out the difference in learning interest between the two groups. The research results are expected to provide theoretical and practical contributions in the development of technology-based IPA learning that is oriented towards meaningful and fun learning in elementary school.