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Pengembangan LKPD IPA Menggunakan Model Problem Based Learning pada Materi Sifat-Sifat Cahaya untuk Meningkatkan Kemampuan Berpikir Kritis Siswa Kelas V Sekolah Dasar Hariyati, Agung; Widi Winarni, Endang; Muktadir, Abdul
Jurnal Kajian Pendidikan Dasar Vol. 4 No. 2 (2025): September
Publisher : UNIB Press

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.33369/kapedas.v4i2.45024

Abstract

Problem based learning model is one of the learning models that can be used in the classroom learning process that aims to improve students' critical thinking skills. The purpose of writing this paper is to describe the Science Student Worksheet, the concept and principles of problem based learning on the dimensions of the ability to provide simple explanations, induce induction results, and define terms in science learning on the Properties of Light for fifth grade elementary school students. The research method is research and development (research and development) of the ADDIE model. The subjects of this study consisted of two classes in two schools. Class V of SDN Sukaraja is the subject for the limited trial and class V of SDN Rantau Telang is the subject for the effectiveness test. Data were collected through observation, interviews, questionnaires, and test results. Data were processed using percentages and ranges of values classically and individually. The results of this study indicate that the implementation of the problem based learning model has proven effective in improving the critical thinking skills of fifth grade students of SDN Rantau Telang because it obtained a value of 0.7248 and is included in the high category. The recommendation from this study is that every teacher can use a good learning model and can actively involve students in learning activities in order to improve critical thinking skills and improve learning outcomes.
Keterampilan Berpikir Kritis Siswa Kelas V SD dalam Pembelajaran Berbasis Proyek Peta Timbul Susanti, Atika; Muktadir, Abdul; Aulia, Nisa; Harini, Bunda
Geodika: Jurnal Kajian Ilmu dan Pendidikan Geografi Vol 9 No 3 (2025): September 2025
Publisher : Universitas Hamzanwadi

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.29408/geodika.v9i3.30258

Abstract

Penelitian ini berangkat dari permasalahan keterampilan berpikir kritis siswa sekolah dasar yang masih kurang terfasilitasi dalam pembelajaran. Dengan demikian diperlukan model pembelajaran yang mampu mendorong siswa untuk menganalisis, mengevaluasi, dan merefleksikan informasi. Salah satunya melalui pembelajaran berbasis proyek pembuatan peta timbul. Penelitian ini bertujuan untuk mendeskripsikan keterampilan berpikir kritis siswa kelas V sekolah dasar dalam pembelajaran berbasis proyek melalui pembuatan peta timbul. Penelitian ini menggunakan pendekatan kualitatif dengan jenis studi deskriptif. Subjek penelitian adalah 20 siswa kelas V SD Negeri 44 Kota Bengkulu. Teknik pengumpulan data dilakukan melalui observasi, wawancara, dan dokumentasi. Hasil penelitian menunjukkan bahwa pembelajaran berbasis proyek peta timbul mampu memfasilitasi pengembangan keterampilan berpikir kritis siswa, yang mencakup kemampuan dalam menginterpretasi informasi, menganalisis konsep, mengevaluasi hasil, menarik inferensi, menjelaskan proses, dan melakukan refleksi diri. Selama pembuatan peta, siswa menunjukkan peningkatan dalam menyampaikan argumen, bekerja sama, serta mengidentifikasi dan memperbaiki kesalahan. Pembelajaran berbasis proyek melalui pembuatan peta timbul dapat menjadi strategi yang efektif dalam mengembangkan keterampilan berpikir kritis siswa sekolah dasar.
Studi Deskriptif Nilai Karakter Projek Penguatan Profil Pelajar Pancasila (P5) Dalam Cerita Rakyat Bengkulu Selatan Illahi, Fauzi Taufiq; Muktadir, Abdul; Kurniawati, Ike
JURIDIKDAS Vol 8 No 2 (2025)
Publisher : Universitas Bengkulu

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.33369/juridikdas.v8i2.44687

Abstract

This study aims to describe the character values of P5 in the folklore of Sang Piatu, Batu Amparan Gading, and Si Kancil Jahil. This type of research is Qualitative with a descriptive method. The subjects in this study were 3 folklores of South Bengkulu, namely Sang Piatu, Batu Amparan Gading, and Si Kancil Jahil. The research instrument was the researcher himself using a table of character values and using a descriptor table of each character value. The data analysis technique used the content analysis technique. The data validity technique was through diligent observation and auditing. Based on the results of the study on the character values of P5 in the folklore book of South Bengkulu, it was found that each story contained 5 character values out of 6 character values studied. The character values that often appear in the three folklores studied are 1) Faith, devotion to God Almighty, and noble character, 2) Mutual cooperation, 3) independence, and 4) critical thinking. The Creative character value only appears in two folktales, namely the Batu Amparan Gading and Si Kancil Jahil folktales. Meanwhile, the global diversity character value only appears in the Sang Piatu folktale. The character value is obtained from the dialogue and narrative quotes from the characters in the folktale.
PELATIHAN PENGGUNAAN PLATFORM SUMBER BACAAN ELEKTRONIK DAN PERJENJANGAN BUKU SEBAGAI UPAYA PENINGKATAN LITERASI DI SEKOLAH DASAR Muktadir, Abdul; Widi Winarni, Endang; Gumono, Gumono; Susanti, Atika
Martabe : Jurnal Pengabdian Kepada Masyarakat Vol 8, No 10 (2025): MARTABE : JURNAL PENGABDIAN KEPADA MASYARAKAT
Publisher : Universitas Muhammadiyah Tapanuli Selatan

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.31604/jpm.v8i10.3781-3795

Abstract

Literasi merupakan fondasi utama dalam proses pembelajaran yang efektif dan berkelanjutan. Untuk mendukung hal tersebut, dibutuhkan ketersediaan dan pemanfaatan sumber bacaan yang bervariasi, menarik, dan sesuai dengan jenjang kemampuan membaca siswa. Tujuan dari kegiatan ini adalah untuk meningkatkan literasi peserta didik melalui penguatan kompetensi guru dalam mengakses dan memanfaatkan platform sumber bacaan elektronik serta menerapkan strategi perjenjangan buku. Pelatihan dilaksanakan dengan pendekatan partisipatif dan praktik langsung melalui tahapan analisis kebutuhan, pelatihan, pelaksanaan tindakan, dan evaluasi. Hasil kegiatan menunjukkan peningkatan signifikan dalam kapasitas guru, baik dari aspek pengetahuan, keterampilan, maupun sikap terhadap literasi digital. Berdasarkan hasil angket evaluasi, pemahaman literasi digital memperoleh skor rata-rata 90%, pemahaman perjenjangan buku sebesar 85%, dan keterampilan penggunaan aplikasi seperti Budi Kemdikbud, Let’s Read, dan Literacy Cloud mencapai 87%. Selain itu, sebanyak 95% peserta menyatakan bahwa materi sangat relevan dan mudah dipahami, sementara 90% menyatakan merasa siap untuk mengimplementasikannya dalam proses pembelajaran di kelas. Temuan ini menegaskan bahwa pelatihan yang diberikan tidak hanya bersifat teoritis, tetapi juga aplikatif dan berdampak langsung pada peningkatan kualitas praktik pembelajaran. Saran dari kegiatan ini adalah perlunya pelatihan lanjutan dan pendampingan berkelanjutan agar implementasi literasi digital dan perjenjangan buku dapat berjalan secara konsisten dan efektif. Implikasi dari kegiatan ini menunjukkan bahwa integrasi platform bacaan elektronik dan strategi perjenjangan buku berpotensi menjadi pendekatan yang efektif dalam meningkatkan mutu pembelajaran literasi di tingkat sekolah dasar.
PENDAMPINGAN IMPLEMENTASI LITERASI LINTAS DISIPLIN ILMU DI SANGGAR BIMBINGAN BELAJAR AT TANZIL SELANGOR MALAYSIA Widi Winarni, Endang; Muktadir, Abdul; Juarsa, Osa; Tarmizi, Pebrian; Susanti, Atika
Martabe : Jurnal Pengabdian Kepada Masyarakat Vol 8, No 5 (2025): MARTABE : JURNAL PENGABDIAN KEPADA MASYARAKAT
Publisher : Universitas Muhammadiyah Tapanuli Selatan

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.31604/jpm.v8i5.2162-2170

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Kegiatan Pengabdian Kepada Masyarakat Internasional ini dilaksanakan oleh Jurusan Ilmu Pendidikan Universitas Bengkulu pada 24 Oktober 2024 di Sanggar Bimbingan Belajar At Tanzil, Kayu Ara, Malaysia. Program ini bertujuan untuk meningkatkan kemampuan literasi dasar anak-anak imigran Indonesia di Malaysia dan mengembangkan nilai-nilai Pancasila. Metode yang digunakan terdiri dari persiapan, pelaksanaan, dan evaluasi. Sebanyak 11 siswa kelas 4, 5, dan 6 terlibat dalam kegiatan ini. Pendekatan edukatif berbasis permainan interaktif digunakan dengan memanfaatkan Domino Pancasila yang diperkaya dengan materi literasi dan nilai-nilai Pancasila. Kegiatan ini memberikan pengalaman belajar yang menyenangkan dan bermakna. Hasil menunjukkan antusiasme tinggi serta peningkatan pemahaman peserta terhadap nilai-nilai Pancasila. Untuk keberlanjutan pembelajaran literasi di Sanggar At-Tanzil, guru dapat memaksimalkan penggunaan permainan edukatif Domino Pancasila. Dengan cara ini, guru tidak hanya memperkuat kognitif siswa dalam mengenal Pancasila, tetapi juga membentuk karakter dan sikap positif secara berkelanjutan.
Analisis Nilai Karakter Tanggung Jawab dalam Teks Cerita Buku Tematik Kelas IV SD/MI Tema 4 Balqis, Tiara; Muktadir, Abdul; Tarmizi, Pebrian
JURIDIKDAS Vol 8 No 1 (2025)
Publisher : Universitas Bengkulu

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.33369/juridikdas.v8i1.29315

Abstract

 The purpose of this study was to describe the value of the character of responsibility in story texts in class IV thematic books, theme 4. The method used was qualitative research using a content analysis model. The instrument in this study is the table of indicators of the value of the character of responsibility. The data analysis technique was in the form of content analysis which consisted of four stages, namely design of investigation, collecting data, analyzing the data, and summarizing and integrating the findings. The validity of the data in this study uses semantic validity in the form of a lattice table of responsibility character values. The results of the study show that there are 12 story texts that contain the character values ​​of responsibility which are guided by 8 indicators, namely indicators of being serious in everything, doing your best, willing to sacrifice, disciplined, obedient to rules, trustworthy, honest in acting, and dare to take risks. In the 12 story texts in Theme 4 all of these indicators appear with different levels of occurrence of each indicator. The character indicators of responsibility that appear the most are willing to sacrifice.
Science Board Game Media Based on Team Game Tournament Model to Improve Cognitive Learning Outcomes Marinda, Annisa Deni; Winarni, Endang Widi; Muktadir, Abdul
Jurnal Pendidikan Indonesia Vol 14 No 3 (2025): September
Publisher : Lembaga Penelitian dan Pengabdian kepada Masyarakat

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.23887/jpi-undiksha.v14i3.94964

Abstract

The low cognitive learning outcomes of students on the subject of force and the limited availability of interactive learning media are the background of this research. Learning that does not involve students actively causes low motivation and understanding of concepts. This research aims to develop learning media in the form of a Science Board Game based on the Teams Games Tournament (TGT) model to improve the cognitive learning outcomes of fourth-grade elementary school students. The approach used is Research and Development (R&D) with the ADDIE model which includes five stages: Analysis, Design, Development, Implementation, and Evaluation. Data collection techniques include documentation, observation, questionnaires, validation, and cognitive tests. The trial was conducted on students in grades IV A and IV B. Data analysis was carried out with qualitative data obtained from observations, interviews, and expert validation questionnaires analyzed descriptively qualitatively to evaluate the feasibility of the media and quantitative data regarding students' cognitive learning outcomes were analyzed using descriptive and inferential statistics. The results of the study show that the media that has been developed is in the valid, practical, and effective categories, with an increase in learning outcomes in the medium to high categories. The implication is that game-based media can be an innovative solution to improve the science learning outcomes of elementary school students. The implications of this research show that interactive and competitive learning media innovations can be an effective alternative in increasing student involvement and understanding of science material.