Gustina Gustina
Sekolah Dasar Negeri 02 Payakumbuh, Sumatera Barat, Indonesia

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Pengembangan Media Pembelajaran Permainan Edukatif Cari Kata Berbasis Android untuk Menstimulasi Pembelajaran HOTS Gustina Gustina
Jurnal Didaktika Pendidikan Dasar Vol 5 No 1 (2021): Jurnal Didaktika Pendidikan Dasar
Publisher : Direktorat Guru Pendidikan Dasar, Kemendikbudristek R.I.

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.26811/didaktika.v5i1.269

Abstract

This research is motivated by the use of learning media for educational games based on android which is still rarely found, even though it is known that 21st-century learning models of learning and learning media are unlimited, and are carried out with the help of information and communication technology. Students are required to think critically, creatively in solving problems in new situations (HOTS). This study aims to produce learning media for android-based educational word search games to stimulate HOTS learning in social studies subjects. This type of research is development research with a 4-D model. This research was conducted at Public Elementary School 54 Payakumbuh with the subject of grade VI students. The results obtained from this study are an educational game looking for words based on android, which can improve student learning outcomes. The results of the validity test of learning media by media experts, material experts, and linguists are very good results. The practicality test of the assessment media was carried out by 25 students, and the assessment by the parents of the students was very good. The test of the effectiveness of learning media shows that student learning outcomes have increased. Based on these results, it was concluded that the learning media for word search educational games were developed and could stimulate HOTS learning.
Peningkatan Aktivitas dan Hasil Belajar Matematika Melalui Model Project Based Learning Gustina Gustina
Jurnal Didaktika Pendidikan Dasar Vol 7 No 1 (2023): Jurnal Didaktika Pendidikan Dasar
Publisher : Direktorat Guru Pendidikan Dasar, Kemendikbudristek R.I.

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.26811/didaktika.v7i1.1009

Abstract

The purpose of this research is to increase the activity and learning outcomes of mathematics by applying the project based learning model of group discussion methods in class V.A SDN 02 Payakumbuh. This type of research is Classroom Action Research carried out based on class action research steps with two cycles. The research data is in the form of test results, learning observations, field notes, and documentation of each learning improvement action. The source of research data is the process of learning activities from the researched subjects, namely teachers and students in class V.A, totaling 32 people. The results of this study can be seen from the recapitulation of the increased activity of students from pre-cycle to cycle II of 16.01%. Then experienced an increase of 18.02%. The learning outcomes of the knowledge aspect increased from 61.25 to 77.50 in cycle I, increased again to 88.75 in cycle II with an increase of 11.25%. The learning outcomes of the skills aspect obtained an average of 70.23 in pre-cycle, increasing to 82.50 in cycle II with an increase of 29.69%. It can be concluded that the application of the project based learning model in mathematics lessons can increase student activity and learning outcomes.
Pengembangan Media Pembelajaran Permainan Edukatif Cari Kata Berbasis Android untuk Menstimulasi Pembelajaran HOTS Gustina Gustina
Jurnal Didaktika Pendidikan Dasar Vol 5 No 1 (2021): Jurnal Didaktika Pendidikan Dasar
Publisher : Direktorat Guru Pendidikan Dasar, Kemendikbudristek R.I.

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.26811/didaktika.v5i1.269

Abstract

This research is motivated by the use of learning media for educational games based on android which is still rarely found, even though it is known that 21st-century learning models of learning and learning media are unlimited, and are carried out with the help of information and communication technology. Students are required to think critically, creatively in solving problems in new situations (HOTS). This study aims to produce learning media for android-based educational word search games to stimulate HOTS learning in social studies subjects. This type of research is development research with a 4-D model. This research was conducted at Public Elementary School 54 Payakumbuh with the subject of grade VI students. The results obtained from this study are an educational game looking for words based on android, which can improve student learning outcomes. The results of the validity test of learning media by media experts, material experts, and linguists are very good results. The practicality test of the assessment media was carried out by 25 students, and the assessment by the parents of the students was very good. The test of the effectiveness of learning media shows that student learning outcomes have increased. Based on these results, it was concluded that the learning media for word search educational games were developed and could stimulate HOTS learning.
Peningkatan Aktivitas dan Hasil Belajar Matematika Melalui Model Project Based Learning Gustina Gustina
Jurnal Didaktika Pendidikan Dasar Vol 7 No 1 (2023): Jurnal Didaktika Pendidikan Dasar
Publisher : Direktorat Guru Pendidikan Dasar, Kemendikbudristek R.I.

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.26811/didaktika.v7i1.1009

Abstract

The purpose of this research is to increase the activity and learning outcomes of mathematics by applying the project based learning model of group discussion methods in class V.A SDN 02 Payakumbuh. This type of research is Classroom Action Research carried out based on class action research steps with two cycles. The research data is in the form of test results, learning observations, field notes, and documentation of each learning improvement action. The source of research data is the process of learning activities from the researched subjects, namely teachers and students in class V.A, totaling 32 people. The results of this study can be seen from the recapitulation of the increased activity of students from pre-cycle to cycle II of 16.01%. Then experienced an increase of 18.02%. The learning outcomes of the knowledge aspect increased from 61.25 to 77.50 in cycle I, increased again to 88.75 in cycle II with an increase of 11.25%. The learning outcomes of the skills aspect obtained an average of 70.23 in pre-cycle, increasing to 82.50 in cycle II with an increase of 29.69%. It can be concluded that the application of the project based learning model in mathematics lessons can increase student activity and learning outcomes.