Rapani Rapani
FKIP, Universitas Lampung

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Pengaruh Kebiasaan Bermain Game Online terhadap Keterampilan Berpikir Kritis Peserta Didik Kelas Tinggi Sekolah Dasar Aji Fajar Budiman; Loliyana Loliyana; Ismu Sukamto; Rapani Rapani
JURNAL INOVATIF ILMU PENDIDIKAN Vol 4, No 1 (2022)
Publisher : Universitas Lampung

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Abstract

The problem of the research is the low critical thinking skill of high level students at Elementary School State 1 Fajar Mulia. The research aims to determine the effect of online gaming habits on students’ critical thinking. The research type was a quantitative with an ex-post facto method. The population consisted of 105 students and the samples were 53 of them using a probability technique sampling of proportionate stratified random sampling. The data collection technique used questionnaires and test. The data were analyzed by using a linier regression formula. The results showed that there was an effect of online gaming habits on the critical thinking skill of high level students at Elementary School State 1 Fajar Mulia with the category “low”. It means that the online gaming habits is one of the factors positively affecting on the critical thinking skill of high level students  at Elementary School
Efektivitas Brain Based Learning Berbantuan Wordwall terhadap Kemampuan Berpikir Kritis Peserta Didik Nindy Profithasari; Uswatun Isna Lutfiani; Rapani Rapani
Jurnal Studi Guru dan Pembelajaran Vol. 7 No. 1 (2024): January - April 2024
Publisher : Universitas Cokroaminoto Palopo

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.30605/jsgp.7.1.2024.3841

Abstract

The problem in this study concerns the lack of innovation by educators in the use of effective learning models and media to enhance the critical thinking abilities of learners. The aim of the research is to find out the effectiveness of brain-based learning by helping wordwall overcome the ability to think critically. Type of experimental research with pretest research design and posttest nonequivalent control group design. Data collection techniques using tests. A sample of 41 students was taken using saturated sampling. The data obtained was analyzed using the N-Gain test. The results of the analysis of the research data showed that brain-based learning with wordwall has an efficiency at a medium level of 0.3 ≤ g ≤ 0.7, with a N-Gain value of 0.47. This means brain-based learning supported by a wordwall can be applied in learning as well as effectively to improve the critical thinking ability of students.
Penggunaan model kooperatif tipe STAD terhadap hasil belajar matematika peserta didik di sekolah dasar Linda Oktavia; Frida Destini; Yoga Fernando Rizqi; Rapani Rapani
Didaktika Dwija Indria Vol 13, No 5 (2025): Didaktika Dwija Indria
Publisher : Universitas Sebelas Maret

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.20961/ddi.v13i5.106239

Abstract

Penelitian ini dilatarbelakangi oleh rendahnya hasil belajar matematika siswa kelas 5 SD Negeri 4 Metro Utara. Tujuan penelitian ini adalah untuk mengetahui pengaruh model pembelajaran kooperatif tipe STAD terhadap hasil belajar matematika siswa. Penelitian ini menggunakan desain eksperimen semu. Populasi berjumlah 64 siswa, dengan sampel sebanyak 43 siswa. Sampel penelitian ditentukan dengan teknik non-probability sampling dengan purposive sampling, yaitu teknik pengambilan sampel dengan tujuan atau pertimbangan tertentu. Teknik pengumpulan data yang digunakan adalah tes, observasi, dan dokumentasi. Penelitian ini menggunakan uji hipotesis menggunakan regresi linier sederhana, yang menunjukkan bahwa terdapat pengaruh yang signifikan model pembelajaran kooperatif tipe STAD terhadap hasil belajar matematika siswa kelas 5 SD Negeri 4 Metro Utara, terbukti dari Fhitung > Ftabel yaitu 77,323 > 4,38.
Pengaruh model pembelajaran inkuiri berbantuan LKPD terhadap hasil belajar pendidikan pancasila di sekolah dasar Destia Rusmiati; Dayu Rika Perdana; Roy Kembar Habibi; Rapani Rapani
Jurnal Pendidikan Dasar Vol 13, No 1 (2025): Jurnal Pendidikan Dasar
Publisher : Universitas Sebelas Maret

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.20961/jpd.v13i1.100714

Abstract

Masalah dalam penelitian ini adalah rendahnya hasil belajar pendidikan Pancasila siswa kelas IV di SD Negeri 1 Metro Pusat. Penelitian ini bertujuan untuk mengetahui pengaruh model pembelajaran inkuiri berbantuan LKPD terhadap hasil belajar siswa. Metode penelitian ini adalah desain quasi eksperimen. Populasi dalam penelitian ini berjumlah 87 siswa, sampel berjumlah 58 siswa. Penentuan sampel penelitian menggunakan non-probability sampling. Teknik pengumpulan data menggunakan teknik tes dan non tes berupa lembar observasi. Pengujian hipotesis menggunakan rumus regresi linier sederhana dengan hasil Fhitung > Ftabel yaitu 32,425 > 4,20 dan nilai signifikansi 0,000 < 0,05 sehingga dapat disimpulkan bahwa terdapat pengaruh yang signifikan penggunaan model pembelajaran inkuiri berbantuan LKPD terhadap hasil belajar siswa pada pembelajaran pendidikan Pancasila kelas IV SD.
Pengaruh media audiovisual berbasis game education kahoot terhadap hasil belajar peserta didik kelas IV pada pembelajaran IPAS Nabila Nur Fauzia; Rapani Rapani; Rabiyatul Adawiyah Siregar; Muhammad Nurwahidin
Didaktika Dwija Indria Vol 13, No 6 (2025): Didaktika Dwija Indria
Publisher : Universitas Sebelas Maret

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.20961/ddi.v13i6.112320

Abstract

This study discusses the low learning outcomes of students in the subject of science in grade IV at Nurul Huda Islamic School Elementary School. The purpose of this study was to determine the effect of audiovisual media based on educational game kahoot on the learning outcomes of grade IV students in science learning. The data collection techniques used tests and non-tests. This study employed quantitative research with a Quasi Experiment Design and a Non-Equivalent Control Group Design type. The population consisted 90 students and the sample used was 60 students, the sample was determined using a random sampling technique. The data were analyzed using a simple linear regression test, which showed a significant effect of the use of audiovisual media based on educational game kahoot on the learning outcomes of grade IV students in science learning at Nurul Huda Islamic School Elementary School, indicated by the acquisition of a significance coefficient value of 0.000 <0.05. Based on these results, H0 is rejected and Ha is accepted, which means that there is an effect of the use of audiovisual media based on educational game kahoot on the learning outcomes of grade IV students in science learning at Nurul Huda Islamic School Elementary School.