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Pengembangan Board Game TITUNGAN untuk Melatih Kemampuan Berpikir Kreatif Matematis Siswa Widiyanto, Joko; Yunianta, Tri Nova Hasti
Mosharafa: Jurnal Pendidikan Matematika Vol. 10 No. 3 (2021): September
Publisher : Department of Mathematics Education Program IPI Garut

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.31980/mosharafa.v10i3.674

Abstract

Berpikir kreatif adalah salah satu komponen penting dalam mengembangkan berpikir unggul untuk menciptakan manusia unggul. Melatih kemampuan berpikir kreatif dapat menggunakan board game. Penelitian ini dilakukan untuk mengembangkan suatu produk berupa board game TITUNGAN yang valid, praktis dan efektif digunakan untuk melatih kemampuan berpikir kreatif matematis siswa. Penelitian pengembangan ini menggunakan contoh pengembangan ADDIE sebagai metode penelitian. Subjek dalam penelitian ini sebanyak 8 siswa SMP Negeri 3 Tanjung Bintang. Instrumen penelitian yang digunakan berupa angket daftar isian (checklist) dan tes untuk menguji kevalidan, kepraktisan dan keefektifan. Hasil dari persentase rata-rata kevalidan sebesar 92,67% (lebih dari 90%) yang termasuk dalam kategori sangat Valid dan persentase rata-rata kepraktisan sebesar 80,9% (lebih dari 80%) yang termasuk dalam kategori Praktis, sedangkan hasil uji paired t-test menghasilkan perbedaan yang signifikan antara nilai pretest dan posttest. Dapat disimpulkan bahwa board game TITUNGAN dapat dikatakan valid, praktis dan efektif digunakan untuk melatih kemampuan berpikir kreatif matematis siswa. Creative thinking is one of the important in developing superior thinking to create superior humans. Creative thinking skills can be trained using board games. This study aims to develop a TITUNGAN board game that is valid, practical, and effective in trained students’ mathematical creative thinking ability. This development research uses the example of ADDIE development as a research method. The subject in this study were 8 students of SMP Negeri 3 Tanjung Bintang. The research instruments were a checklist questionnaire and a test to test the validity, practicality, and effectiveness. The result of validity obtained an average percentage of 92,67% (more than 90%) which is included in the very valid category and an average percentage of the practicality of 80,9% (more than 80%) which is included in the practical category, while the result of paired t-test that there is a significant difference between the pretest and posttest scores. It can be concluded that the TITUNGAN board game can be valid, practical, and effective to train students’ mathematical creative thinking ability.
Penerapan Model Pembelajaran Problem Based Learning Untuk Meningkatkan Hasil Belajar Materi Komponen Ekosistem Kelas V Kharimah, Masitoh Nur; Widiyanto, Joko; Iswanto, Iswanto
AL-MIKRAJ Jurnal Studi Islam dan Humaniora Vol. 5 No. 01 (2024): Al-Mikraj, Jurnal Studi Islam dan Humaniora
Publisher : Pascasarjana Institut Agama Islam Sunan Giri Ponorogo

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.37680/almikraj.v5i01.5802

Abstract

The aim of this learning is to see an increase in the learning outcomes of class V students at SDN Kandangan 1 Ngawi in science and technology subjects, Ecosystem component material using the Problem Based Learning (PBL) learning model. The subjects in this research were class V students at SDN Kandangan 1 Ngawi Regency with a total of 17 children. Data collection techniques in this research were observation, tests and documentation. The research data analysis technique uses quantitative and qualitative descriptive analysis. The results of this research show a significant improvement from each cycle. In the pre-cycle or before using the Problem Based Learning (PBL) learning model, it was discovered that only 23.52% of students or the equivalent of 4 children had achieved the science and science learning objectives on land ecosystem food chains. Furthermore, in cycle 1 there was a significant increase in learning outcomes as evidenced by the fact that 64.7% of students or the equivalent of 11 children had achieved the learning objectives. Continuing in the second cycle, learning outcomes also increased in the second cycle, amounting to 88.23% or the equivalent of 15 students having achieved this learning objective. The conclusion of this research is that there is an increase in student learning outcomes in science and science lessons on Ecosystem Components using the Problem Based Learning (PBL) learning model.
Pengembangan Kurikulum Diklat Budidaya Lebah (Trigonula sp.) untuk SMA, Mahasiswa, dan Umum Utami, Sri; Sulistyarsi, Ani; Winarsih, Eni; Widiyanto, Joko; Atmojo, Frihatnolo Pardani
Bioscientist : Jurnal Ilmiah Biologi Vol. 12 No. 1 (2024): June
Publisher : Department of Biology Education, FSTT, Mandalika University of Education, Indonesia.

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.33394/bioscientist.v12i1.9942

Abstract

Universitas PGRI Madiun has provided assistance to MSMEs An-Nahl Madiun Group since 2020 until now. These assistance activities include hygienic packaging of beekeeping products, online and offline marketing. The impact of this assistance has made CV. An-Nahl Group is more advanced and known in the East Java region and throughout Indonesia. There are many visitors who want to learn about beekeeping from all walks of life, whether from the general public or an agency. Based on request from CV. An Nahl Madiun Group, the research team developed a bee cultivation training curriculum for high school students, students and the general public. This research is Research and Development (R&D) research using the Borg and Gall development model developed by Sugiyono (2016). There are 10 stages of R&D, namely potential problems, data collection, product design, design validation, design revision, product trials, product revisions, use trials, final stage product revisions, and mass production. This research adopts 8 R&D steps according to Sugiyono. The development steps we take include: 1) potential and problems; 2) data collection; 3) product design; 4) design validation; 5) design revision; 6) product testing; 7) product revision; and 8) limited production. The results of data validation analysis show a curriculum validity level of 83.65% (Quite Valid), with a feasibility level of "very feasible" (84.38%). So it can be concluded that the livestock cultivation training curriculum for high school students, students and the general public on CV farms. An-Nahl Madiun Group can be used.
PENERAPAN MODEL PEMBELAJARAN KOOPERATIF TIPE TEAM GAME TOURNAMEN BERBANTU MEDIA PUZZLE FLANEL UNTUK MENINGKATKAN HASIL BELAJAR PESERTA DIDIK KELAS V Bakda Mauludy, Nabilla; Widiyanto, Joko; Iswanto, Iswanto
Pendas : Jurnal Ilmiah Pendidikan Dasar Vol. 9 No. 04 (2024): Volume 09, No. 04 Desember 2024
Publisher : Program Studi Pendidikan Guru Sekolah Dasar FKIP Universitas Pasundan

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.23969/jp.v9i4.17264

Abstract

Science is one of the subjects at elementary school (SD) level, which studies important events in nature by studying living things and the surrounding environment. The results of initial observations at SDN Kandangan 1 Ngawi, problems with Class V science learning have been revealed. This problem arises because teachers' skills are not yet optimal and there is a lack of variety in learning methods and use of media, resulting in low student activity and low learning outcomes. students who have not completed their learning objectives. This research aims to improve students' science and science learning outcomes on food chains in terrestrial ecosystems, through cooperative learning standards of the Teams Games Tournament (TGT) type assisted by flannel puzzle media for grade V elementary school students. This type of research is Classroom Action Research (PTK). ). The subjects in this research were class V students at SDN Kandangan 1 Ngawi Regency with a total of 17 children. Data collection techniques in this research were observation, tests and documentation. The research data analysis technique uses quantitative and qualitative descriptive analysis. The results of research on the Teams Games Tournament (TGT) type cooperative learning model assisted by flannel puzzle media showed that there was a significant increase in each cycle. This is proven by the pre-cycle or before using the TGT type cooperative learning model assisted by flannel puzzle media. It is known that only 5.88% of students or the equivalent of 1 child have achieved the aim of learning science and technology on terrestrial ecosystem food chains. Furthermore, in cycle 1 there was a significant increase in learning outcomes as evidenced by 52.94% of students or the equivalent of 9 children having achieved the learning objectives. Continuing in the second cycle, learning outcomes also increased, amounting to 82.35% or the equivalent of 14 students having achieved this learning objective.