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PENGEMBANGAN MODUL PEMBELAJARAN GEOMETRI BANGUN DATAR BERBASIS TEORI VAN HIELE UNTUK SISWA KELAS VI SEKOLAH DASAR Ahdhianto, Erif
JURNAL PENDIDIKAN DASAR NUSANTARA Vol 1 No 2 (2016): Jurnal Pendidikan Dasar Nusantara
Publisher : Universitas Nusantara PGRI Kediri

Show Abstract | Download Original | Original Source | Check in Google Scholar | Full PDF (226.33 KB) | DOI: 10.29407/jpdn.v1i2.219

Abstract

Abstrak: Subjek penelitian adalah siswa kelas VI SD Khadijah Pandegiling Surabaya.Pengembangan modul pembelajaran menggunakan model pengembangan Plomp yaitu(1) Investigasi awal; (2) Desain; (3) Realisasi/konstruksi; (4) Tes, evaluasi, dan revisi;(5) Implementasi dan kualitas modul pembelajaran menggunakan kriteria Nieveen yaituvalid, praktis, dan efektif. Data tentang kevalidan modul pembelajaran diperoleh dari validasi. Hasil validasi yang diperoleh dari tiga validator adalah 3,2 termasuk dalamkategori baik, sehingga modul pembelajaran dikatakan valid dan dapat diujicobakan.Data tentang kepraktisan modul pembelajaran diperoleh dari lembar pengamatanpengelolaan pembelajaran dan aktivitas siswa. Hasil analisis pengelolaan pembelajaranrata-rata kemampuan guru dalam mengelola pembelajaran menggunakan modulpembelajaran di SD Khadijah Pandegiling Surabaya sebesar 3,6 termasuk dalamkategori baik sedangkan aktivitas siswa pada saat proses pembelajaran menggunakanmodul pembelajaran baik. Data tentang keefektivan diperoleh dari analisis Tes HasilBelajar (THB) dan lembar respon siswa. Hasil analisis THB pada modul pembelajaranreliable, valid, dan sensitive dengan rata-rata nilai siswa 82,8 serta respon siswaterhadap pembelajaran rata-rata 3,13 dalam kategori positif
Unlocking Potential: A Teacher's Lens on Artificial Intelligence Towards Students' Problem-Solving Skills Barus, Yohannes Kurniawan; Pangestu, Widya Trio; Muzaki, Ferril Irham; Ahdhianto, Erif
Journal of Integrated Elementary Education Vol. 5 No. 1 (2025): October-March
Publisher : Universitas Islam Negeri Walisongo Semarang in collaboration with PD PGMI Indonesia

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.21580/jieed.v5i1.24974

Abstract

The advancement of information technology is opening up new avenues for integrating artificial intelligence into education. However, there is a prevailing belief that the use of AI could impact students' problem-solving abilities. This research seeks to explore teachers' perceptions regarding the potential influence of artificial intelligence on these skills. Utilizing a quantitative approach, the study involved a survey conducted with 57 participants. Data was collected through a questionnaire and subsequently analyzed descriptively. The findings reveal several key insights: (1) teachers generally agree that AI, particularly tools like ChatGPT, can enhance students’ engagement in problem-solving activities, (2) the primary challenge in implementing AI is navigating ethical concerns, and (3) students indeed benefit from the support of AI in problem-solving tasks, especially in the area of formulating solutions. These results underscore the importance of encouraging the integration of AI technologies, such as ChatGPT, into teaching methods in elementary schools. Such integration could foster a more interactive and adaptive development of students' problem-solving skills. Moreover, the positive views held by teachers about using AI in education serve as a solid foundation for creating training programs aimed at enhancing educators' knowledge and ability to effectively integrate technology into their teaching practices.
OPTIMALISASI ADMINISTRASI GURU MELALUI PELATIHAN BERBASIS DESIGN THINKING DENGAN PLATFORM MERDEKA MENGAJAR Ahdhianto, Erif; Barus , Yohannes Kurniawan; Mas'ula, Siti; Thohir , M. Anas; Cahyani, Fitriana Kurnia; Aprilia, Ariska Dwi
Jurnal Berdaya Mandiri Vol. 7 No. 1 (2025): JURNAL BERDAYA MANDIRI (JBM)
Publisher : Universitas PGRI Yogyakarta

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.31316/jbm.v7i1.7436

Abstract

This community service aims to enhance elementary school teachers’ ability to utilize the Merdeka Mengajar Platform (PMM) using the Design Thinking approach. The main issues addressed include a lack of understanding of PMM features and administrative challenges that hinder teaching processes. The implementation method follows the five stages of Design Thinking: Empathize, Define, Ideate, Prototype, and Test, designed to provide training based on the real needs of teachers. The results show that the training successfully improved participants' understanding of PMM, with an average satisfaction level of 4.8 on a Likert scale. Teachers also gained confidence in identifying problems and designing creative solutions. However, time constraints limited participants’ opportunities to explore the material deeply. The program recommends follow-up training, replication in other regions, and continuous assistance to support the implementation of technology in the field. Keyword: Administration, Design Thinking, Education, PMM, Technology
Penerapan Pembelajaran IPAS Didukung Proyek dan Quizizz Guna Meningkatkan Hasil Belajar Kelas VI Ramadhan, Riski; Ahdhianto, Erif; Meitiana, Herlia
EDUKATIF : JURNAL ILMU PENDIDIKAN Vol 7, No 4 (2025): Agustus
Publisher : Universitas Pahlawan Tuanku Tambusai

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.31004/edukatif.v7i4.8507

Abstract

Perubahan kurikulum pendidikan yang terus terjadi, termasuk penerapan Kurikulum Merdeka, dapat menimbulkan penurunan prestasi belajar peserta didik. Penelitian ini bertujuan untuk meningkatkan hasil belajar siswa melalui penerapan perangkat digital dan pembelajaran berbasis Higher Order Thinking Skills (HOTS). Metode yang digunakan adalah Penelitian Tindakan Kelas (PTK) dengan subjek 25 siswa kelas VI SDN Tasikmadu 2 Kota Malang, mengintegrasikan pendekatan 4C (critical thinking, creativity, collaboration, communication). Hasil penelitian menunjukkan bahwa pada siklus awal, nilai rata-rata evaluasi siswa sebesar 62,4% dan partisipasi dalam kerja kelompok mencapai 79,24%, keduanya masih di bawah Kriteria Ketuntasan Minimal (KKM). Setelah dilakukan intervensi menggunakan LKPD berbasis proyek dan asesmen digital melalui aplikasi Quizizz (Mode Kertas), terjadi peningkatan signifikan: nilai rata-rata evaluasi menjadi 84% dan partisipasi kerja kelompok meningkat hingga 95,92%. Dengan demikian, penerapan LKPD berbasis HOTS dan penggunaan aplikasi digital secara efektif dapat meningkatkan hasil belajar peserta didik
Language Instruction in Indonesian Elementary Schools Through Computer Assisted Language Learning: A Library Research Review Muzaki, Ferril Irham; Barus, Yohannes Kurniawan; Tohir, M Anas; Ahdhianto, Erif; Utama, Candra; Putra, Arda Purnama
New Language Dimensions Vol. 4 No. 1 (2023): New Language Dimensions, June 2023
Publisher : English Department, Universitas Negeri Surabaya

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.26740/nld.v4n1.p11-22

Abstract

In elementary institutions around the globe, including in Indonesia, computer-assisted language learning (CALL) has gained popularity. Typically, the CALL procedure consists of four stages: preparation, instruction, practice, and evaluation. Preparation includes setting learning goals and choosing software and multimedia. During teaching, teachers present software and multimedia tools and lead pupils. Students improve their language skills individually using software and multimedia materials. Assessing pupils' language skills is the last step. However, successful implementation of CALL in Indonesian elementary schools requires resolving several obstacles, such as the scarcity of trained instructors and the need to adapt CALL to the context of Indonesia. In addition, it is crucial to balance the use of technology with traditional teaching techniques, such as group activities and face-to-face interactions. The results show that (1) language learning results based on AI relates on computer science mastery level, (2) ICT literacy relates on capabilities in operating CALL (3) Artificial Intelligence viewed a tool to teach language learning, and (4) language learning should create learning environment based on community. CALL could be a potent instrument for enhancing language proficiency and preparing Indonesian students for the challenges of the digital era if it receives adequate funding and support.
ANALISIS PENINGKATAN MINAT BELAJAR SISWA DENGAN MENGGUNAKAN MODEL GAME-BASED LEARNING PADA PEMBELAJARAN MATEMATIKA MATERI PECAHAN KELAS V SDN PW 01 Zahrotul Khusniah; Yulia Linguistika; Erif Ahdhianto
Primary: Jurnal Pendidikan Guru Sekolah Dasar Vol. 11 No. 2 (2022): April
Publisher : Laboratorium Program Studi Pendidikan Guru Sekolah Dasar

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.33578/jpfkip.v11i2.8808

Abstract

This article reviews the analysis of students’ interest improvement in learning by using the Game-based learning (GBL) model in fractional learning material of mathematics for class V students at SDN PW 01. The approach used in the study was a mixed-methods with a quasi-experimental with pre-experimental design. Quantitative data were analyzed by using the Wilcoxon Signed Rank Test test with SPSS 16.0 for Windows application. Since the data processed were ordinal-scaled data, data were analyzed by providing non-parametrical statistics and no need to test normality distribution. Whilst the qualitative data were analyzed using narrative analysis. The study was conducted by giving a pretest in the form of a questionnaire on students' interest in fractional learning material of mathematics before using the Game-Based Learning model. Hereafter, giving treatment in the form of fractional learning material of mathematics used the Game-Based Learning (GBL) model through the Quizizz learning application, Kahoot! and Wordwall. After that, a post-test was administered to the students in the form of a questionnaire on students' interest in fractional learning material of mathematics after using the Game-Based Learning model. Based on the results of hypothesis testing were obtained that the significance level of 0.000 meant Ha was accepted and H0 was rejected. In addition, based on the results of interviews that there was an improvement of students' interest in fractional learning material of mathematics, which was carried out by using the Game-based learning (GBL) model. Above all, it could be concluded that there was an improvement on students' interest in fractional learning material of mathematics through the Game-Based Learning (GBL) model for students of class V in SDN PW 01.
MODEL PEMBELAJARAN IPA BERBASIS QUANTUM TEACHING UNTUK MENINGKATKAN AKTIVITAS BELAJAR DAN KEMAMPUAN BERPIKIR KRITIS SISWA SD Wenda, Dhian Dwi Nur; Ahdhianto, Erif; Aka, Kukuh Andri
JURNAL PENDIDIKAN DASAR NUSANTARA Vol 2 No 1 (2016): Jurnal Pendidikan Dasar Nusantara
Publisher : Universitas Nusantara PGRI Kediri

Show Abstract | Download Original | Original Source | Check in Google Scholar | Full PDF (479.104 KB)

Abstract

Abstract: Learning is implemented in class IV SDN Bendo 1 is focused on the low level of knowledge, students are often required to remember or memorize the material being taught teachers. From all learning activity that is done, almost 80% is dominated by teachers with activities to explain and give examples of questions to the students. The purpose of this study was to develop a model of learning in the form of syntax / measures of learning, application of learning (learning tools customized model), and an instruction manual learning model. Additionally, based on the results of research can know that, the application of science-based learning model Quantum Teaching can increase the activity and students' skills in critical thinking. This study uses a model of the development of a modified Borg & Gall. The steps of this research, namely (1) Preliminary Study, (2) Planning, (3) Design Products, (4) Product Validation, (5) Trial Product, and (6) End Product. The questionnaire results the validity of this model is valid criteria (80%), practicaly fairly good (78%). The effectiveness of aspects of student activity reached 85% and 84% cognitive aspects. The thing that is suggested is necessary to study experimentally by comparing the class that learned using this model with a conventional classroom. Keywords: science teaching models based Quantum Teaching, learning activities, critical thinking Abstrak: Pembelajaran yang dilaksanakan di  SDN Bendo 1 kelas IV masih menekankan pada pengetahuan tingkat rendah, siswa seringkali dituntut untuk mengingat atau menghafal materi yang diajarkan guru. Dari seluruh kegiatan pembelajaran yang dilakukan, hampir 80% didominasi oleh guru dengan kegiatan memberikan penjelasan dan memberikan contoh soal pada siswa. Tujuan penelitian ini adalah mengembangkan model pembelajaran dalam bentuk sintaks/ langkah-langkah pembelajaran, aplikasinya dalam pembelajaran (perangkat pembelajaran yang disesuaikan model), dan buku petunjuk penggunaan model pembelajaran.  Selain itu, berdasarkan hasil penelitian yang dilakukan dapat diketahui bahwa, penerapan model pembelajaran IPA berbasis Quantum Teaching dapat meningkatkan aktivitas dan kemampuan siswa dalam berpikir kritis. Penelitian ini menggunakan model pengembangan modifikasi Borg & Gall. Langkah-langkah penelitian ini, yaitu (1) Studi Pendahuluan, (2) Perencanaan, (3) Desain Produk, (4) Validasi Produk, (5) Uji Coba Produk, dan (6) Produk Akhir. Hasil angket kevalidan model ini pada kriteria cukup valid (80%), keterterapan cukup baik (78%). Tingkat keefektifan aspek keaktifan siswa mencapai 85% dan aspek kognitif mencapai 84%. Adapun hal yang disarankan yaitu perlu dilakukan penelitian eksperimen dengan membandingkan antara kelas yang dibelajarkan menggunakan model ini dengan kelas konvensional. Kata kunci: model pembelajaran IPA berbasis Quantum Teaching, aktifitas belajar, berpikir kritis
Pengembangan E-modul berbasis PBL untuk meningkatkan keterampilan pemecahan masalah dan berpikir kritis siswa sekolah dasar Ahdhianto, Erif; Masula, Siti; Thohir, M Anas; Khotimah, Khusnul
Jurnal Math Educator Nusantara: Wahana Publikasi Karya Tulis Ilmiah di Bidang Pendidikan Matematika Vol 10 No 1 (2024): Jurnal Math Educator Nusantara
Publisher : Program Studi Pendidikan Matematika, Universitas Nusantara PGRI Kediri

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.29407/jmen.v10i1.22376

Abstract

This research goal is to determine whether there are eligible, practical, and effective problem-based learning e-modules for elementary students. This research was conducted with 5th grade students and teachers in Blitar City, which operates the Kurikulum Merdeka. This study used the ADDIE Model, which entails analyzing a learning need, producing content, developing learning items, putting the product model to the test on participants, and conducting an evaluation. Every stage involves doing observations, interviews, and tests to gather qualitative data for the analysis of any learning requirements. The e-modules product is tested practically using the two types of surveys, ARG and ARS, to determine its eligibility for test quiz skills, problem-solving abilities, and critical thinking. Descriptive analysis and inferential statistics will be used to analyze the data. The study's findings indicate that: (1) Problem-based learning e-modules are matched based on the evaluations of the designers' team and the expertise team. (2) The results of the ARG and ARS tests indicate that problem-based learning e-modules are more practical. (3) The paired sample t-test indicates that problem-based learning e-modules are effective in enhancing problem-solving and critical thinking abilities. There is a significant difference between learning with and without problem-based learning e-modules
Pelatihan Cara Penanaman TOGA untuk Meningkatkan Kemampuan dan Keterampilan Warga Desa Ngenep Mas’ula, Siti; Ahdhianto, Erif; Thohir, M. Anas; Iruntyasari, Nevy
Jurnal ABDINUS : Jurnal Pengabdian Nusantara Vol 7 No 1 (2023): Volume 7 Nomor 1 Tahun 2023
Publisher : Universitas Nusantara PGRI Kediri

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.29407/ja.v7i1.17699

Abstract

Ngenep Village is one of the villages in Karangploso District, Malang Regency which has abundant potential in the fields of plantations and agriculture. Most of the land in this village area is classified as fertile. Seeing this potential, we as implementers of the Malang State University Community Service Activities try to help develop the potential of Ngenep Village through community empowerment activities in the form of training on how to plant Family Medicinal Plants (TOGA). The service activity aims to improve the abilities and skills of the villagers of Ngenep in managing the TOGA garden. The method used in this activity is the method of lecture, demonstration, discussion and question and answer. The implementation of this activity begins with the lecture method, namely the delivery of TOGA material, then participants and presenters conduct discussions and ask questions about the material. After that, it was continued with demonstration activities on how to plant TOGA which was carried out on plantation land. After the implementation of this activity, it is hoped that the residents of Ngenep Village can gain a lot of knowledge about TOGA, so that they can develop a TOGA garden using appropriate management methods.
Program Pengintegrasian Teknologi dalam Pembelajaran untuk Guru SD/MI Kecamatan Karangploso Kabupaten Malang Ahdhianto, Erif; Masula, Siti; Thohir, M. Anas
Jurnal ABDINUS : Jurnal Pengabdian Nusantara Vol 6 No 2 (2022): Volume 6 Nomor 2 Tahun 2022
Publisher : Universitas Nusantara PGRI Kediri

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.29407/ja.v6i2.17704

Abstract

The purpose of this technology integration program in learners is to learn about how to make interesting learning videos and apply e-learning. It is hoped that in this community service activity, teachers can master interactive and interesting learning media in the form of learning videos and apply them to e-learning. The implementation of this community service activity is in the form of presentations regarding the introduction of learning media, OBS software, e-learning, and how to make learning videos. The method used is the preparation of materials and software, implementation methods related to how to operate OBS software, and e-learning and practical methods are carried out in the form of making interactive learning video media according to the material taught by the teacher. The evaluation was carried out in this training by observing the differences in the skills of teachers in making learning videos after the implementation of the training. Based on the results that have been achieved. The evaluation of the results training was assessed from the participation and practical assignments of making interactive videos according to the material taught by the teacher. Then the results of making interactive learning videos are implemented in the schools of each SD/MI teacher.