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Konseptualisasi Situasi Pedagogis Dalam Merancang Pembelajaran Di Sekolah Dasar Dita Ikhfatul Inayah; Susilawati; Tatang Suratno
Proseding Didaktis: Seminar Nasional Pendidikan Dasar Vol. 4 No. 1 (2019): DIDAKTIS 4: Proseding Seminar Nasional Pendidikan Dasar 2019
Publisher : Program Studi PGSD Kampus UPI di Serang

Show Abstract | Download Original | Original Source | Check in Google Scholar | Full PDF (161.282 KB)

Abstract

Penelitian ini mengeksplorasi pertanyaan “Bagaimana menjadi pendidik yang baik?”, dalam pencarian jawaban tersebut menuntun peneliti bertemu dengan situasi yang sering diabaikan namun sangat penting. Apa yang sebenarnya dibutuhkan untuk menciptakan pembelajaran yang baik?, Apakah keterampilan guru dalam mengendalikan pembelajaran? Atau saat guru mampu merencanakan kegaiatan pembelajaran dengan sempurna?. Pertanyaan tersebut menuntun peneliti mengungkapkan hubungan guru dan murid. Perlu pengambaran situasi yang terjadi untuk membantu menjelaskan pertanyaan-pertaanyaan tersebut. Oleh karenanya metode narrative inquiry digunakan untuk memudahkan penulis menggambarkan hasil temuan penelitian dalam bentuk narasi. Sehingga pembaca lebih mudah memahami hasil penelitian lewat sebuah situasi yang digambarkan melalui cerita sehingga pembaca akan memahami makna situasi pedagogis: tindakan komunikatif (communicative action), tindakan coregulatif (co-regulative action), dan tindakan yang disengaja (intentional action). Penelitian ini secara khusus membahas perjalanan peneliti belajar bersama siswa dalam memanusiakan diri sehingga menemukan kasih sebagai upaya mensyukuri kehidupan.
Eco Bricks Sebagai Solusi Penanggulangan Sampah Plastik Terhadap Masyarakat Kaujon Kidul Rw 02 Kota Serang Susilawati; Encep Supriatna; Ita Rustiati Ridwan; Riska Nasella; Rifyan Firdaus; n Hayati
Proseding Didaktis: Seminar Nasional Pendidikan Dasar Vol. 4 No. 1 (2019): DIDAKTIS 4: Proseding Seminar Nasional Pendidikan Dasar 2019
Publisher : Program Studi PGSD Kampus UPI di Serang

Show Abstract | Download Original | Original Source | Check in Google Scholar | Full PDF (207.952 KB)

Abstract

Berdasarkan data Jambeck (2015), Indonesia berada di peringkat kedua dunia penghasil sampah plastik ke laut yang mencapai sebesar 187,2 juta ton setelah Cina yang mencapai 262,9 juta ton. Dirjen Pengelolan Sampah, Limbah, dan B3 KLHK Tuti Hendrawati Mintarsih menyebut total jumlah sampah Indonesia di 2019 akan mencapai 68 juta ton, dan sampah plastik diperkirakan akan mencapai 9,52 juta ton atau 14 persen dari total sampah yang ada. Saat ini sampah, terutama sampah plastik merupakan momok yang sangat mengerikan bagi masyrakat. Pengolahan dan pemanfaatan sampah yang kurang efektif menjadi salah satu penyebabnya. Salah satu pengolahan sampah plastik adalah pembuatan Eco Bricks dimana pengolahan ini sangat bermanfaat dengan mengurangi sampah plastik karena botol plastik bekas akan digunakan dengan diisi dalam nya oleh bekas sampah plastik, sehingga tidak ada kata membakar sampah plastic, tetapi sampah plastic tersebut di masukan ke dalam botol plastik sampai penuh dengan di dorong oleh stick sehingga botol tersebut padat. Disusun sedemikian rupa dan menjadi barang yang dapat bermanfaat kembali untuk masyarakat. Kaujon kidul RW.02 dipilih sebagai tempat pengabdian dan sosialisasi Eco Bricks pertimbangan utamanya adalah yang pertama kampus universitas pendidikan Indonesia di Serang beralamat di kaujon Serang, kedua kaujon kidul RW.02 ini digunakan pula oleh mahasiswa Universitas Pendidikan Indonesia sebagai tempat KKN Tematik pembersihan kali Cibanten, alasan yang ketiga adalah tingkat kesadaran masyarakat sekitar kali Cibanten ini sangat rendah dalam hal pengolahan sampah ditambah lagi dengan kurangnya sosialisasi dari pemerintah terkait pentingnya kesadaran akan sampah dan pemanfaatan sampah, merupakan pertimbangan lain bagi adanya perlatihan ini. Hal ini harus digaris bawahi ialah kurangnya kesadaran masyarakat untuk memanfaatkan sampah pelastik untuk mengurangi sampah plastik yang sulit untukdiuraikan oleh bumi. Dengan adanya pengabdian ini agar mengedukasi masyarakat di Kaujon Kidul Rw 02 Kota Serang agar dapat memanfaatkan sampah pelastik menjadi barang-barang yang bernilai jual dan tercapainya tujuan dari program pengabdian ini yaitu mengurangi intensitas sampah plastik.
Penerapan Media Monopoli Dalam Pembelajaran IPS Di Tema 5 Untuk Meningkatkan Hasil Belajar Siswa Kelas V Sekolah Dasar Maulida Dwi Susanti; Ita Rustiati Ridwan; Susilawati
Jurnal Perseda : Jurnal Pendidikan Guru Sekolah Dasar Vol. 5 No. 1 (2022)
Publisher : Program Studi Pendidikan Guru Sekolah Dasar, Universitas Muhammadiyah Sukabumi

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.37150/perseda.v5i1.1568

Abstract

Social studies subjects are one of the lessons that are trained in elementary schools. The age of elementary school students is at the concrete operational stage, this situation shows that students in elementary school still find it difficult to pursue abstract learning. However, in reality, in social studies learning the teacher only uses the lecture method and does not utilize the media during the teaching and learning process. This situation makes students feel bored quickly, unmotivated and passive during the learning process so that the learning outcomes to be achieved are less than optimal. Therefore, efforts are needed in making various kinds of media so that they can be used in the learning process. This study aims to determine the application of monopoly media in social studies learning in Theme 5 to increase activity and learning outcomes for fifth grade elementary school students. The method applied in this research is Classroom Action Research (CAR) by taking the Kemmis & Mc. Taggart. The data collection instruments used in this study were interviews, observations and tests. This research was carried out in several stages, namely pre-cycle and cycle. Pre-cycle consists of observation and reflection. Meanwhile, the cycle stage includes planning, implementation, observation and reflection. The subjects in this study were fifth grade students at SDN Serang 07 with 25 members. This research is said to be successful if the indicators of success are achieved, namely the percentage of learning activities and student learning outcomes that increase or meet the target of 80% or more, and the student learning outcomes get a score of 70. The results showed that: (1) the learning activities of fifth graders experienced an increase while using monopoly media, this was evidenced by the increasing percentage, starting from the pre-cycle the percentage was 38.2%, in the first cycle it increased to 73.4%, in the first cycle it was 73.4%. the second cycle increased again to 89.4% and got very good percentage criteria, (2) the learning outcomes of class V students increased while using monopoly media, this was evidenced by the increasing percentage during the activity cycle, starting from the pre-cycle to get a percentage of 32% , in the first cycle it increased to 68%, in the second cycle it increased again to 88% and got very good percentage criteria.
Penerapan Metode Bermain Peran Untuk Meningkatkan Hasil belajar Siswa Kelas 4 SD Pada Pembelajaran Tema 4 Pada Materi IPS Sifaniar Harya; Susilawati; Ita Rustiati Ridwan
Jurnal Perseda : Jurnal Pendidikan Guru Sekolah Dasar Vol. 5 No. 1 (2022)
Publisher : Program Studi Pendidikan Guru Sekolah Dasar, Universitas Muhammadiyah Sukabumi

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.37150/perseda.v5i1.1570

Abstract

In IPS, there.are a few contemplations that are firmly related to.the sociologies, like monetary viewpoints, social collaboration, history, geography. A play scene that can't be isolated from the understudies in grade school. through playing understudies can foster agreement and influence understudies to feel glad in play. This foundation was driven by perceptions at SDN Serang VII during learning in the 4th grade in October 2021, in this perception tracked down that instructors in conveying material too exhausting even caused understudies to become idle, and learning results were missing, particularly in IPS. The method.used.in this.study.is a homeroom movement research. (PTK) with plans from Kemmis and Taggart, by having 4 stages in it in each cycle, comprising of planning, execution, perception, and reflection, with a quantitative methodology. Information data in research: meetings, tests and variety. In the use of the pretending technique in the investigation of topic 4 (IPS) to further develop understudy learning results in grade 4 experienced changes in amount, the change was seen from understudy exercises, instructors and understudy learning results, in the pre-pattern of understudy action by 430 (47% of classifications less), cycle I by 560 (62% great classification), cycle II 782 (78% with great classification), then, at that point, on educator movement during pre-cycle 44% with classification (adequate), then, at that point, expanded in cycle I 88% (great) and expanded in cycle II 94% with class (great), and afterward on understudy learning results during pre-cycle 1,460 with a normal score of 58.4 with a rate (28% class less), then, at that point, in cycle I 1,915 with a normal score of 76 with a rate (44% of adequate classes) and expanded in cycle II 2,210 with a normal score of 88.4 with a rate (88% great classification), Thus the ends got in this review in the application.of the strategy for cultivating to further develop the learning results of fourth grade understudies in subject 4 learning (IPS) are announced effective, in light of the fact that there has been an increment and change in the amount of learning in the class.
Analysis of higher order thinking skills (HOTS) mathematics questions Fitri Alfarisa; Supriadi Supriadi; Susilawati Susilawati; Annisa Dinur Rahimah; Rizi Suci Litundzira
Ekspose: Jurnal Penelitian Hukum dan Pendidikan Vol 21, No 2 (2022)
Publisher : Institut Agama Islam Negeri (IAIN) Bone

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.30863/ekspose.v21i2.3406

Abstract

This study aims to determine the quality of HOTS mathematics questions for fourth grade elementary school students that have been developed. This research is descriptive research with a quantitative approach. The HOTS mathematical instrument was developed with 15 reasoned multiple-choice questions by considering three aspects of HOTS according to Bloom's Taxonomy namely Analyzing (C4), Evaluating (C5), and Creating (C6). The questions were made using fractional material and tested on 15 grade IV students at SD Laboratorium UPI Kampus Serang. The validity of the HOTS instruments was verified by 3 experts in the field of mathematics and continued with calculations using the Aiken V index formula. The quality of the HOTS math questions developed was seen from the validity, reliability, and item difficulty index. The validation results show that all 15 items are valid with an average Aiken index of 0.94. The reliability of the HOTS instrument is also quite reliable with a reliability index of 0.74 which is calculated using Cronbach Alpha. The index of difficulty level of HOTS items is in the range of -1.03 to 1.04. This indicates that all questions are included in HOTS.
Upaya Meningkatkan Hasil Belajar Siswa Dengan Model Pembelajaran Talking Stick Pada Materi IPS Kelas V Sekolah Dasar Dinda Aisyah Fitri; Ita Rustiati Ridwan; Susilawati
Proseding Didaktis: Seminar Nasional Pendidikan Dasar Vol. 7 No. 1 (2022): DIDAKTIS 7: Proseding Seminar Nasional Pendidikan Dasar 2022
Publisher : Program Studi PGSD Kampus UPI di Serang

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Abstract

Saat ini terdapat beberapa permasalahan di sekolah dasar, yaitu pengemasan model pembelajaran yang kurang baik khususnya pada mata pelajaran IPS. Berdasarkan hasil yang telah dilakukan peneliti di SDN Merak, guru di SD masih menggunakan model pembelajaran konvensional dan kurang menarik, hal ini dapat mempengaruhi kualitas belajar siswa. Model pembelajaran yang sangat cocok untuk meningkatkan kualitas diri siswa adalah model pembelajaran Talking Stick. Karena model pembelajaran Talking Stick merupakan salah satu model yang dilakukan dengan teknik permainan. Talking Stick memiliki keunggulan siswa bebas untuk mengekspresikan kreativitas dan pendapat mereka. Tujuan penelitian ini adalah untuk meningkatkan hasil belajar siswa kelas V SDN Merak khususnya pada mata pelajaran IPS. Penelitian ini menggunakan pendekatan kualitatif dengan metodologi Penelitian Tindakan Kelas (PTK). Pada pra siklus, siswa memperoleh nilai rata-rata 62 dan tingkat ketuntasannya 34,61%. Setelah menyelesaikan siklus I, nilai rata-rata siswa meningkat sebesar 67,27 dengan tingkat ketuntasan sebesar 61,53%. Pada survei siklus kedua, siswa mencapai nilai rata-rata 77,42 dengan tingkat kelulusannya 88,47%. Melihat hasil tersebut, terlihat jelas bahwa model pembelajaran Talking Stick dapat meningkatkan hasil belajar siswa.
Analisis Serial Diva sebagai Media Pengembangan Karakter Cinta Tanah Air untuk Anak Usia Dini Nenden Sundari; Susilawati Susilawati; Ita Rustiati Ridwan
Jurnal Obsesi : Jurnal Pendidikan Anak Usia Dini Vol 7, No 2 (2023)
Publisher : LPPM Universitas Pahlawan Tuanku Tambusai

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.31004/obsesi.v7i2.4295

Abstract

Dihadapkan dengan perkembangan zaman yang sudah maju, guru dan orang tua perlu memanfaatkan teknologi sebagai media pengembangan karakter untuk anak usia dini salah satunya melalui film animasi. Penelitian ini bertujuan untuk menganalisis konten serial animasi untuk dapat digunakan sebagai media pengembangan karakter cinta tanah air bagi anak usia dini. Pendekatan yang digunakan dalam penelitian ini adalah kualitatif dengan metode analisis isi. Pengumpulan data dalam penelitian ini menggunakan teknik observasi, studi dokumentasi dan wawancara. Hasil yang didapatkan dari penelitian ini bahwa unsur intrinsik dan ekstrinsik dalam serial animasi Diva mengandung konten karakter cinta tanah air sehingga berpotensi dimanfaatkan sebagai media pengembangan karakter cinta tanah air anak. Adapun fitur dan pemanfatan serial animasi Diva sebagai media pengembangan karakter cinta tanah air dapat dilihat melalui fungsi media pembelajaran yang diantaranya fungsi media sebagai sumber belajar, fungsi psikologis, serta fungsi semantik. Pemanfaatan teknologi seperti animasi sebagai media pengembangan karakter dapat menjadi alternatif media pengembangan karakter cinta tanah air untuk anak usia dini. Implikasi praktis dari hasil ini diharapkan menjadi dasar bagi guru dan orang tua memanfaatkan film animasi dengan muatan karakter dalam proses pembelajaran baik di sekolah dan di luar sekolah.
PHOW THE EDUCATIVE WORDWALL GAME AFFECTS THE INTEREST OF STUDENTS IN HIGH GRADE MATH SUBJECTS IN ELEMENTARY SCHOOL Dinda Nuria Utami; Muhammad Hanif; Novita Larasati; Ananda Puti Gandoria; Muspiqotus Sadiyah; Inas Sadsabila; Putri Rahmawati; Ita Rustiati Ridwan; Susilawati Susilawati
Primary: Jurnal Pendidikan Guru Sekolah Dasar Vol 12, No 4 (2023)
Publisher : Laboratorium Program Studi Pendidikan Guru Sekolah Dasar

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.33578/jpfkip.v12i4.9123

Abstract

Mathematics is a subject that is always encountered and taught at any level an education unit. Amun, many learners view math as the most difficult subject of many subjects. This was difficult because mathematics was abstract and boring. So interest in learning the lesser lessons is highlighted with a few other subjects taught in school. So a way to leverage interest in math is to use an educational game like wordwall. The study explains how wordwall game affects the interest in elementary student mathematics and the student's interest in math. The method used in this study is to apply quantitative methods by using advanced studies in pre-test and post-test forms. The subject of this study is subulussalam elementary class v student, SDN 02 cijoro lebak, SDN new kampong researchers are taking samples of 37 students using sampling samples. Statistical data analysis results after treatment results results from sig 0,006 < 0,05 and can be drawn to the conclusion that there is a difference before treatment and after treatment. Then it can be drawn to the conclusion that between the wordwall variables has an influence with student learning interests.
The Use of Oodlu to Improve Critical Thinking and Collaboration Skills of Fifth Graders at State of Elementary School Pasirhuni Ita Rustiati Ridwan; Muhammad Hafeez; Susilawati; Putri Amalia Rahayu; Muhammad Hanif; Nenden Sundari
Jurnal Iqra' : Kajian Ilmu Pendidikan Vol. 8 No. 2 (2023): Jurnal Iqra' : Kajian Ilmu Pendidikan
Publisher : Institut Agama Islam Ma'arif NU (IAIMNU) Metro Lampung

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.25217/ji.v8i2.3154

Abstract

21st-century advances have influenced the education sector, so learning not only makes students excel but needs skills in dealing with the progress, the 4C skills. This research focuses on critical thinking and collaboration, and Indonesian is still considered one of the most important subjects. But the effort was still lacking. Students become passive, mingle less, and are not quite ready for progress. It is necessary to make efforts to use appropriate technology-based methods and media, using game-based learning with Oodlu. This research aims to know the use and the results of Oodlu's use in improving students' critical thinking and collaboration skills in Indonesian language learning. Using the CAR method of Kemmis and Mc. Taggart, test and observation, 30 students of V State of Elementary School (SD Negeri) Pasirhuni as the subjects. The results showed that students' skills improve in each cycle. Cycle I critical thinking of group 1 and group 3 40%, group 2 80%, group 1 collaboration was lacking, group 2 and group 3 were good. Cycle II critical thinking group 1 60%, group 2 80%, group 3 40%, collaboration group 1 was good, group 2 and group 3 were very good. Cycle III critical thinking of Group 1 and Group 3 80%, group 2 90%, the collaboration of Group 1 to Group 3 was very good. Thus the use of Oodlu in game-based learning can improve students' critical thinking and collaboration skills. This research implied that the Oodlu with GBL could be solutive to improving other relevant essential skills. Keywords: Improving Critical Thinking, Collaboration Skills, Oodlu