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Pengembangan Media Pembelajaran Interaktif Menggunakan Articulate Storyline 3 Pada Materi Pecahan di Kelas IV SDN 1 Pulau Punjung Susilawati, Wiwik Okta; Putri, Suci Rahma; Friska, Sonia Yulia; Pratiwi, Yulia
Innovative: Journal Of Social Science Research Vol. 4 No. 4 (2024): Innovative: Journal Of Social Science Research
Publisher : Universitas Pahlawan Tuanku Tambusai

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.31004/innovative.v4i4.12899

Abstract

Latar belakang penelitian ini yaitu peserta didik masih sulit memahami materi dan kurangnya antusias peserta didik dalam belajar. Tujuan penelitian ini adalah untuk menghasilkan produk media pembelajaran interaktif yang valid, praktis dan efektiv di kelas IV Sekolah Dasar. Jenis penelitian ini adalah penelitian pengembangan R&D dengan menggunakan model pengembangan PLOMP. Berdasarkan hasil validitas ahli media diperoleh nilai 92,08% “sangat valid”, validitas ahli materi 87,49% “sangat valid”, validitas ahli bahasa 91,66% “sangat valid”, validitas ahli modul ajar 88,88% “sangat valid, dan validitas ahli soal efektivitas 85,71% “sangat valid”. Tingkat praktikalitas media pembelajaran interaktif oleh pendidik memperoleh nilai 92,85% dan tingkat praktikalitas oleh peserta didik memperoleh nilai 96,68% dengan kategori sangat praktis. Nilai efektivitas media pembelajran interaktif yang dilihat dari hasil tes belajar peserta didik memperoleh nilai rata-rata 90,90% dengan kategori sangat efektiv. Oleh karena itu, medi apembelajaran interaktif menggunakan articulate storyline 3 pada materi pecahan dapat dinyatakan valid, praktis dan efektiv untuk digunakan di kelas IV Sekolah Dasar.
Strategi Peningkatan Kualitas Pelayanan Perusahaan Otobus NPM Putri, Suci Rahma; Frinaldi, Aldri
PUBLICNESS: Journal of Public Administration Studies Vol. 2 No. 3 (2023): PUBLICNESS: Journal of Public Administration Studies
Publisher : Policy, Law and Political Research Center

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.24036/publicness.v2i3.101

Abstract

The purpose of this study is to analyze the strategy of improving land transportation. This type of research is qualitative. The results showed that the analysis of aspects for qualitative improvement strategies for services including tangible aspects there are still facilities that need improvement, from the aspect of empathy (empathy) some employees in providing services still do not understand the needs of service users, from the aspect of responsiveness (responsiveness) namely the response to community complaints is still slow and less responsive, from the aspect of reliability (reliability) the services provided are quite accurate but There are still delays, and the last aspect of assurance is that supervision is not optimal and lack of greetings and greetings. Constraints on the NPM Bus Company's Service Quality Improvement Strategy lack of public understanding as service users, Some facilities and infrastructure that need repair and replacement, There are events that cannot be predicted in real time, Sometimes there are delays in departure, Things happen that interfere with the security, comfort, and safety of passengers. Finally, solutions in facing the constraints of the NPM Bus Service Quality Improvement Strategy, solutions include conducting regular performance evaluations to improve service quality, Recruiting employees with strict selection and according to their respective potentials and given training, checking, maintenance, and repairing and improving infrastructure, arranging travel routes with the right calculations and finding alternative ways to avoid obstacles on the way, and providing socialization and education in the form of animated videos or visual orientation to the community.
Analisis Hasil Belajar Matematika Siswa yang Menerapkan Model CTL Berbantuan Media Realia Putri, Suci Rahma; Gustina, Ela; Hasibuan, Rusdi Indra
J-PiMat : Jurnal Pendidikan Matematika Vol 7, No 2 (2025): J-PiMat
Publisher : Prodi Pendidikan Matematika STKIP Persada Khatu;istiwa Sintang

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.31932/j-pimat.v7i2.5336

Abstract

Hasil belajar matematika siswa sekolah dasar masih relatif rendah, terutama ketika berhadapan dengan soal nonrutin yang menuntut keterampilan berpikir kritis. Salah satu upaya untuk mengatasi permasalahan tersebut adalah penerapan model pembelajaran Contextual Teaching and Learning (CTL) berbantuan media realia, yang diharapkan dapat mengaitkan konsep matematika dengan pengalaman nyata siswa. Penelitian ini bertujuan untuk menganalisis hasil belajar siswa setelah penerapan model CTL berbantuan media realia. Metode penelitian yang digunakan adalah deskriptif kualitatif dengan subjek enam orang siswa di salah satu sekolah dasar di Kabupaten Dharmasraya. Data dikumpulkan melalui tes hasil belajar berupa empat soal esai dan dilengkapi dengan observasi selama proses pembelajaran. Hasil penelitian menunjukkan bahwa rata-rata nilai siswa adalah 60, dengan empat siswa belum mencapai Kriteria Ketuntasan Tingkat Pencapaian (KKTP). Temuan ini mengindikasikan bahwa meskipun CTL berbantuan media realia mampu membantu siswa memahami konsep secara lebih konkret, sebagian siswa masih mengalami kesulitan dalam menyelesaikan soal nonrutin. Oleh karena itu, diperlukan pendampingan intensif serta latihan berkelanjutan agar siswa terbiasa menghadapi variasi soal dan mampu mencapai ketuntasan belajar yang optimal.Kata Kunci: Contextual Teaching and Learning, media realia, hasil belajar matematika.
The Application of Educational Game Media in Mathematics Learning for Elementary School Putri, Suci Rahma; Ramadhani, Kartika Putri Wulan; Kharisna, Feby
The Future of Education Journal Vol 4 No 8 (2025): #2
Publisher : Lembaga Penerbitan dan Publikasi Ilmiah Yayasan Pendidikan Tumpuan Bangsa

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.61445/tofedu.v4i8.939

Abstract

This research is motivated by the low mathematics learning outcomes of students, which are caused by the use of conventional teaching methods and the lack of engaging and interactive learning media. The aim of this study is to determine the effect of applying educational game media on the mathematical concept comprehension skills of third-grade students at SDN 16 Koto Baru. This study uses a quantitative approach with a quasi-experimental design, employing a nonequivalent control group design. The sample for this study consists of third-grade students from classes III A and III B at SD Negeri 16 Koto Baru, totaling 30 students 15 students in the experimental class and 15 students in the control class selected using a saturated sampling technique. Data collection was done using tests (pretest and posttest) with 10 multiple-choice questions. Data analysis included normality tests and hypothesis testing using an independent samples t-test with the assistance of SPSS 20. The analysis results showed a significance value of 0.242 < 0.05, indicating a difference in the improvement of mathematics learning outcomes between those using educational game media and conventional methods. Thus, it can be concluded that the use of educational game media can improve the mathematics learning outcomes of third-grade students at SDN 16 Koto Baru.