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PENGARUH PENERAPAN MODEL DISCOVERY LEARNING TERHADAP HASIL BELAJAR SUBTEMA 1 KEKAYAAN SUMBER ENERGI DI INDONESIA Pandani, Amalia Septian; Windiyani, Tustiyana; Mirawati, Mira; Kurnia, Dadang
Jurnal Pendidikan dan Pengajaran Guru Sekolah Dasar (JPPGuseda) Vol 4, No 3 (2021): Jurnal Pendidikan dan Pengajaran Guru Sekolah Dasar (JPPGuseda)
Publisher : Universitas Pakuan

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.55215/jppguseda.v4i3.4763

Abstract

THE EFFECT OF THE APPLICATION OF THE DISCOVERY LEARNING OUTCOMES OF SUB-THEME 1 OF THE WEALTH OF ENERGY SOURCES IN INDONESIAThe Effect of Application Influence Discovery Learning Model on Learning Outcomes Subtheme 1 Wealth Energy Sources in Indonesia". The approach taken is quasi-experimental design of two groups at State Elementary School 2 Cikidang Cikidang District, Sukabumi Regency which consists of 66 students, This research was conducted in the even semester of the 2020/2021 academic year. The results of the study show that there is an "Influence" Application of the Discovery Learning Model to the Learning Outcomes of Subtheme 1 Wealth of Energy Resources in Indonesia. This can be seen from the N-Gain in experimental class group of 71, while the class group control gets an N-Gain value of 47. Complete learning outcomes obtained by the experimental group is 100% while in control class group by 88%. As well as the results of hypothesis testing that H0 is rejected and Ha is accepted because tcount (6.9204) ttable (1.9966). With this it can be concluded that the research has a positive influence and significant between "The Influence of the Application of the Discovery Learning Model" On Learning Outcomes of Subtheme 1 Wealth of Energy Resources in Indonesia". The results of this study are expected to provide new knowledge regarding the application of learning models that innovation can improve learning outcomes. 
IMPLEMENTASI PEMBELAJARAN BERBASIS BUDAYA TERHADAP KARAKTER PESERTA DIDIK SEKOLAH DASAR Juliani, Ai; Karmilasari, Karmilasari; Agustiani, Tini; Mulyanah, Dede; Windiyani, Tustiyana
Jurnal Pendidikan Dasar Vol. 15 No. 1 (2024): Jurnal Pendidikan Dasar
Publisher : Pendidikan Dasar - Pascasarjana Universitas Negeri Jakarta

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.21009/jpd.v15i1.43245

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Abstract: The novelty of this article is to find a new way of learning in primary schools that uses culture-based learning in relation to the character of students in primary schools. The aim of this study is to describe the results of research related to the implementation of culture-based learning on the character of primary school students. The findings in these articles are then used as a basis for formulating new paths when discussing culture-based learning on student character. The method used in this study is a literature search of good articles in Indonesian in 2016-2023 sourced from the Google Scholar and Garuda search sites with the keywords “implementation of culture-based learning on the character of primary school students. The data- analysis procedure was carried out based on a qualitative approach. The research results show that culture-based learning on the character of primary school students can be implemented in indoor, co-curricular and extracurricular activities. Cultural elements that can be applied in learning, such as traditional games, dances and folklore. In addition, the character values expressed in culture-based learning include cooperation, self-confidence, honesty, responsibility, tolerance, mutual respect, discipline and love for the motherland.
STEM-Based Teacher Development with Pentahelix Strategy: Enhancing Students' Critical Thinking and Problem-Solving Agustiani, Tini; Ardianto, Didit; Windiyani, Tustiyana
Jurnal Pendidikan dan Pengajaran Guru Sekolah Dasar (JPPGuseda) Vol 7, No 3 (2024): Jurnal Pendidikan dan Pengajaran Guru Sekolah Dasar (JPPGuseda)
Publisher : Universitas Pakuan

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.55215/jppguseda.v7i3.10402

Abstract

This research aims to explore the influence of a STEM (Science, Technology, Engineering, and Mathematics)-based teacher professional development model with the Pentahelix strategy on elementary school students' critical thinking and problem solving abilities. The Pentahelix strategy involves synergy between five main elements: government, academia, industry, community and media, which together support and develop teacher competence. The research method used is a quasi-experimental research method which consists of 2 research groups, namely an experimental group and a control group with nonequivalent pretest-posttest control group design. The sample for this research was students from classes VA and VB at SD Negeri Katulampa 5. Class VA was the experimental group with learning using a STEM approach provided by teachers who had received training, and class VB was the control group with learning without a STEM approach by teachers who had not received training. . The results showed that there was a significant increase in students' critical thinking and problem solving abilities in the experimental group compared to the control group. Teachers trained with a STEM-based professional development model show improvements in conceptual understanding, teaching abilities, and the ability to design learning activities that are challenging and relevant for students. The conclusion of this research is that the STEM-based teacher professional development model with the Pentahelix strategy is effective in improving elementary school students' critical thinking and problem solving skills. The implications of these findings support the importance of collaboration between various parties in improving the quality of education and provide recommendations for policy makers to adopt a similar approach in teacher development programs.
Emaze Application Based on ESD Through Animation Media to Enhance Literacy Movement Windiyani, Tustiyana; Gani, Resyi Abdul; Sarimanah, Eri
Jurnal Prima Edukasia Vol. 13 No. 1 (2025): January 2025
Publisher : Asosiasi Dosen PGSD dan Dikdas Indonesia

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.21831/jpe.v13i1.71038

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This research aims to create interactive learning media based on Emaze software appropriate for grade V elementary school civic subjects. This development research uses the ADDIE (Analysis, Design, Development, Implementation, and Evaluation) development model. However, this research was stopped from being developed because of the limited time required to do the research. The subject of this research is nine grade V students and one public primary school teacher, Pabuaran Cilendek Timur Bogor Elementary School. The methods of collecting data are observation and questionnaires. The instruments used in this research are the observation sheet, interview guidance, and scale of validation sheet material and media expert. This research results in interactive learning media based on Emaze, which is appropriate for civic Subjects of phase C of grade 5 elementary school. From the media expert validation, this interactive learning media gets a score percentage of 89.85% in a very appropriate category, while from the material expert validation, it gets a score of 94.43 % in a very appropriate category. The result for the individual trial gets a score percentage of 96.30% in the very practical category, while the result of the small group trial gets a score percentage of 98% in the very practical category. Through increased motivation, reading comprehension, literacy skills, collaboration, and the provision of quality reading content, Emaze can be an effective tool for encouraging reading culture and improving literacy in elementary school settings.
Liveworksheet: E-LKPD Based On Project-Based Learning On Science And Science Learning To Improve Critical Thinking Skills Resyi Abdul Gani; Windiyani, Tustiyana; Liah, Rina; Chika Heryanti, Aldila
Journal of International Multidisciplinary Research Vol. 3 No. 3 (2025): Maret 2025
Publisher : PT. Banjarese Pacific Indonesia

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.62504/jimr1222

Abstract

The purpose of this research is to develop E-LKPD based on project-based learning assisted by live worksheet science learning to improve understanding of concepts in elementary schools and the effectiveness of E-LKPD based on project-based learning assisted by live worksheet, as well as to find out the response of teachers and students in grade V of SDN Dewi Sartika 2 Aut The implementation of E-LKPD single substance material plays a role in improving thinking skills through classroom learning. The type of research is the ADDIE model approach, (Analysis, Design, Development, Implementation, and Evaluation). The product validation test was conducted by computer science media experts, Indonesian language experts, and science material experts. The validation results by media experts were 89.0% of the criteria were very feasible, linguists 96.0% of the requirements were very doable, and science materials experts 90.3% were very feasible. The results of the student response questionnaire were 91.5%, the response of class teachers was 90% in the appropriate category, and the average effectiveness score of using E-LKPD was 89.6% of the criteria as expected. The results show that project-based learning E-LKPD using live worksheets is feasible to use in the learning process and is effective in improving the thinking skills of elementary school students.
Peningkatan Kompetensi Guru Sekolah Dasar dalam Menghadapi Era Digital melalui Pelatihan Gamifikasi Wordwall dan ChatGPT Arifin, M. Zainal; S, Deddy Sofyan; Gani, Resyi A; Windiyani, Tustiyana; Kulsum, Siti; Putri Yusup, Muthia Khairunnisa
Jurnal Pengabdian Masyarakat (ABDIRA) Vol 5, No 3 (2025): Abdira, Juli
Publisher : Universitas Pahlawan Tuanku Tambusai

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.31004/abdira.v5i3.726

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The use of gadgets among primary school students is increasingly common in the digital era, but at SDN Gang Aut in Bogor City and surrounding areas, their utilisation in learning is still minimal. Most teachers use simple learning media, while only a few students utilise gadgets as learning aids at home. This suggests the need to adopt more varied and internet-based learning methods to fulfil students' diverse learning needs. Internet-based learning can provide access to extensive educational resources and encourage active student participation. One effective method is gamification, which integrates game elements to increase student motivation and engagement. However, a challenge faced is the lack of teachers‘ understanding and skills in using digital media, such as Wordwall and ChatGPT applications. To address this issue, a six-month community service programme (PKM) is planned that aims to improve teachers’ competencies through gamification training. The programme will include the provision of materials, practice using digital tools, and evaluation through pre-tests and post-tests. By improving teachers‘ skills in integrating technology, it is expected that students’ use of gadgets will be more effective in supporting learning in the digital era.
The Effects of Using Snake and Ladder Media towards Elementary School Students’ Learning Outcomes Mulyawati, Yuli; Windiyani, Tustiyana
JOURNAL OF TEACHING AND LEARNING IN ELEMENTARY EDUCATION (JTLEE) Vol. 3 No. 2 (2020): August 2020
Publisher : Program Studi Pendidikan Guru Sekolah Dasar FKIP Universitas Riau

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.33578/

Abstract

The purpose of this study was to determine the effect of using snake and ladder learning media towards students’ learning outcomes. This study used an experimental research method with a one-group pretest-posttest design. The research was conducted 34 fourth grade students from SDN Katulampa 1 Bogor in odd semester of 2020/2021 academic year. The analysis technique used is the analysis prerequisite test which includes the normality and homogeneity test. The research hypothess is carried out using the t-test. The results of experiment 1 showed that the scores of students’ learning outcomes increased from an average pretest score of 50.00 to 80.00 of posttests with N-Gain 60.00. While, the experiment 2 with the effect of using snake and ladder learning media resulted in an average pretest score of 53.43, posttest of 85.29, and N-Gain 68. Based on the results of the research, it can be concluded that there is an effect of the use of snake and ladder learning media towards elementary school students’ learning outcomes.
PENINGKATAN HASIL BELAJAR PESERTA DIDIK MELALUI MODEL PROBLEM BASED LEARNING PADA MATERI MAJAS MENGGUNAKAN FLASHCARD DI KELAS IV SDN BANGKA 3 BOGOR Tustiyana Windiyani; Sri Rezeki Hasanah; Muthia Shalvadilla; Dian Ilmi
Pendas : Jurnal Ilmiah Pendidikan Dasar Vol. 10 No. 02 (2025): Volume 10, Nomor 02 Juni 2025 publish
Publisher : Program Studi Pendidikan Guru Sekolah Dasar FKIP Universitas Pasundan

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.23969/jp.v10i02.30363

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This study aims to improve studentslearning outcomes in the topic of figurativelanguage (majas) through the implementation of the Problem Based Learning (PBL)model using flashcard media in Class IVa of SDN Bangka 3 Bogor. The problemfaced in teaching figurative language is students’ low comprehension due to theabstract nature of the material and the predominance of lecture-based methods,which make learning less engaging. This research is a Classroom Action Research(CAR) conducted in two cycles consisting of planning, implementation, observation,and reflection stages. Data were collected through learning outcome evaluations inthe form of multiple-choice tests. The results showed an improvement in studentlearning outcomes from the first to the second cycle. In Cycle I, out of 26 students,73.08% achieved mastery with an average score of 79.62. In Cycle II, out of 30students, 80% achieved mastery with an average score of 86.67. This improvementindicates that the PBL model combined with flashcard media is effective in enhancingstudents learning outcomes in figurative language material. Therefore, using PBLalong with visual media such as flashcards is recommended in Bahasa Indonesialearning, particularly for abstract materials like figurative language.Keywords: Problem Based Learning, Flashcard, Learning Outcomes
Pendampingan Pembuatan Bahan Ajar Menggunakan Flipbuilder dalam Meningkatkan Kemampuan Literasi Digital Guru Sekolah Dasar Windiyani, Tustiyana; Gani, Resyi Abdul; Sofyan S., Deddy; Padillah, Ines; Ayuni, Kharima Sekar; Liah, Rina
Jurnal Pengabdian Masyarakat (ABDIRA) Vol 5, No 3 (2025): Abdira, Juli
Publisher : Universitas Pahlawan Tuanku Tambusai

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.31004/abdira.v5i3.910

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This Community Service (PkM) activity aims to improve teachers' digital literacy skills through training in making interactive teaching materials using the Flipbuilder application at SDN Dewi Sartika 2, Bogor City. Digital literacy is an important competency for teachers in responding to the development of learning technology, especially in creating teaching media that is attractive and easily accessible to students. The methodology of the activity includes the preparation stage, the implementation of training, mentoring, and evaluation using pre-test and post-test instruments to measure competency improvement. The results of the activity showed that there was a significant increase in teachers' understanding and skills in making digital teaching materials, as shown by the increase in the average score from 62 (pre-test) to 85 (post-test) and the response of teachers was mostly satisfied by 30.5%. In addition, teachers are able to produce interactive e-books based on flipbuilder that are relevant to the learning needs of the classroom. The discussion showed that hands-on approaches and intensive mentoring contribute to increasing digital literacy effectively. So the use of flipbuilders has proven to be a practical and innovative solution in supporting digital transformation in the elementary school environment, while strengthening the role of teachers as adaptive digital learning facilitators.
Electronics Module Development Using Heyzine Flipbook on Materials that Change Energy Form Lutfia Alfina Iskandar; Yuyun Elizabeth Patras; Tustiyana Windiyani
Journal of International Multidisciplinary Research Vol. 3 No. 8 (2025): Agustus 2025
Publisher : PT. Banjarese Pacific Indonesia

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.62504/913bq768

Abstract

This research aims to create teaching materials on energy conversion for fourth graders at SDN Cilangkap 08 Elementary School in Depok. The development of these materials uses the ADDIE model (Analysis, Design, Development, Implementation, Evaluation). It started with analyzing the needs, studying the students, designing the product, developing the e-module, getting expert validation, and then testing the e-module on energy transformation. The results from the experts in media, language, and subject matter showed that the e-module using Heyzine flipbooks was valid for use, with an average percentage of 96%. In the testing phase, 32 students provided responses that were highly suitable for use, with an average percentage of 96%. Based on the research results, it can be concluded that the e-module learning material using Heyzine flipbooks on the topic of energy transformation developed in this study is proven to be valid, easy, and engaging for students to use, and highly suitable for study.