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Meningkatkan hasil belajar matematika melalui implementasi model pembelajaran Jigsaw dengan memperbantukan LKPD Rusdi Hamdany Nuary; Ageng Triyono
Jurnal Pendidikan Surya Edukasi (JPSE) Vol. 8 No. 2 (2022): Jurnal Pendidikan Surya Edukasi (JPSE)
Publisher : LPPM Universitas Muhammadiyah Purworejo

Show Abstract | Download Original | Original Source | Check in Google Scholar | Full PDF (385.344 KB) | DOI: 10.37729/jpse.v8i2.1977

Abstract

Tujuan yang hendak dicapai dalam penelitian ini adalah meningkatkan persentase hasil belajar matematika siswa melalui implementasi pembelajaran kooperatif tipe jigsaw dengan memperbantukan LKPD. Penelitian ini menggunakan metode penelitian tindakan kelas (PTK) yang dilakukan dalam dua siklus. Objek penelitian dalam penelitian ini adalah hasil belajar matematika siswa siswa kelas VIII-I SMP Negeri Jakarta. Subjek penelitian terdiri dari 36 siswa, satu orang observer, dan peneliti sendiri yang bertindak sebagai guru. Data penelitian didapatkan dari lembar observasi keaktifan siswa dan instrumen soal tes. Data keaktifan siswa dianalisis menggunakan rumus persentase rerata. Data hasil tes dianalisis menggunakan rumus perhitungan ketuntasan hasil belajar, rumus rerata, dan perhitungan persentase peningkatan hasil belajar. Hasil analisis data menyimpulkan adanya peningkatan persentase pada beberapa aspek pembelajaran, yaitu; (1) keaktifan siswa dari siklus I ke siklus II meningkat sebesar 16,87%; (2) ketuntasan hasil belajar dari kondisi awal ke siklus I meningkat sebesar 66,68%, dan dari siklus I ke siklus II meningkat lagi sebesar 3,51%; (3) nilai rerata kelas dari kondisi awal ke siklus I meningkat sebesar 20,8, dan dari siklus I ke siklus II meningkat lagi sebesar 3,84. Peningkatan hasil belajar dari masing-masing siklus tersebut menunjukkan bahwa implementasi model pembelajaran kooperatif tipe jigsaw dengan memperbantukan LKPD telah berhasil dilaksanakan sesuai tujuan penelitian.
Diseminasi Media Pembelajaran Berbasis Flippbook untuk Mendukung Asyncrhonous Learning di SMP-SMA Bunda Kandung Jakarta Ageng Triyono; Nurimani Nurimani; Rusdi Hamdany Nuary; Teguh Wibowo
Jurnal Pengabdian UNDIKMA Vol. 3 No. 2 (2022): August
Publisher : LPPM Universitas Pendidikan Mandalika (UNDIKMA)

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.33394/jpu.v3i2.5555

Abstract

The purpose of this community service is to develop teaching materials to meet the learning needs of asynchronous learning. The teaching materials developed are in the form of electronic modules and electronic worksheets based on flipbooks. The service method carried out is in the form of a dissemination program whose stages are carried out in a hybrid manner. The service stages consist of the stage of developing teaching materials which are carried out offline and is followed by the stage of socializing and monitoring which is carried out online. The target of this service is the mathematics teacher at Bunda Kandung Middle and High School, Jakarta. The activity evaluation instrument is in the form of a questionnaire. The results of the questionnaire showed that the teacher as the party receiving the benefits stated that he was satisfied with the media developed and the media could be used as an alternative solution to the current needs of teaching materials. The results of the monitoring phase indicated that the teaching materials developed have begun to be implemented and have succeeded in meeting the needs of teaching materials needed by schools. So, it can be concluded that this activity has succeeded in achieving the expected goals.
Development of a Physical Education Learning Medium Based on the Traditional Game Dam-Daman to Strengthen Numeracy Literacy of Elementary School Students Maretno; Fadlu Rachman; Egi Sudjana; Rusdi Hamdany Nuary
Jurnal Ilmu Pendidikan (JIP) STKIP Kusuma Negara Vol 18 No 1 (2026): Advancing Learning Innovation, Educational Technology, and Character Development
Publisher : LPPM STKIP Kusuma Negara

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.37640/jip.v18i1.3014

Abstract

Numeracy literacy is an essential competence that needs to be developed from the elementary school level. However, its integration into physical education remains limited. Traditional games can provide contextual learning experiences that connect physical activity with numerical reasoning, problem solving, and decision making. This study aimed to develop a Physical Education learning medium based on the traditional game Dam-Daman to strengthen elementary school students' numeracy literacy. The study employed a Research and Development approach using the ADDIE model, comprising analysis, design, development, implementation, and evaluation. The developed medium consisted of a game board, playing pieces, Movement Cards, Numeracy Cards, Challenge Cards, Literacy Cards, and a user guide. Validity was assessed using Aiken's V, while practicality was evaluated through teacher and student responses. Effectiveness was examined using pretest, posttest, N-Gain, and effect size. The results showed a mean Aiken's V of 0.85, indicating high validity, while practicality ranged from 93% to 97%. Numeracy literacy scores increased from a mean pretest score of 56.5 to 85.8. The N-Gain was 0.67, categorized as moderate, with an effect size of 1.38, indicating a large effect. These findings suggest that Dam-Daman-based learning media can integrate physical activity with numeracy-oriented learning in elementary school physical education.