Claim Missing Document
Check
Articles

Found 17 Documents
Search

PENINGKATAN MINAT DAN HASIL BELAJAR SISWA MENGGUNAKAN MEDIA GAME BELAJAR BANGUN DATAR (LABADA) BERBANTUAN METODE TGT PADA PEMBELAJARAN MATEMATIKA KELAS V DI SEKOLAH DASAR Isnaini Aprodita Putri Alansyah; Ida Putri Rarasati; Devita Sulistiana
Pendas : Jurnal Ilmiah Pendidikan Dasar Vol. 9 No. 04 (2024): Volume 09, Nomor 04, Desember 2024
Publisher : Program Studi Pendidikan Guru Sekolah Dasar FKIP Universitas Pasundan

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.23969/jp.v9i04.19531

Abstract

Based on preliminary analysis, it was found that low interest in learning and lack of understanding of students in learning due to limited use of technology-based media can cause a decrease in student learning outcomes. This study aims to explain the increase in interest and learning outcomes of students using flat building learning game media (LABADA) assisted by the TGT method in fifth grade mathematics learning in elementary schools. This study is a quasi-experimental study with a pretest-posttest non-equivalent control group design, with a sample of 56 fifth grade students of UPT SDN Srengat 01, 28 students in class VA and 28 students in class VB. The results of the T Test showed that there was an influence between variable X and Y1, with a t count of 2.142 > t table 2.056 and a Sig. value of 0.042 < 0.05, and there was an influence between variable X and Y2, with a t count of 2.413> t table 2.056 with a Sig. value of 0.023 < 0.05. The results of the MANOVA test show that there is an influence between variable X on variables Y1 and Y2, with the obtained f-value of interest 22.863 > f-table 4.21 with Sig. 0.000 < 0.05, and f-value of learning outcomes 84.419 > f-table 4.21 with Sig. 0.000 < 0.05. From this study, it can be concluded that there is an increase in students' interest and learning outcomes using the LABADA game media assisted by the TGT method in mathematics learning for grade V of elementary school.
PENGARUH MUJA MATCAH BERBANTUAN METODE PROBLEM BASED LEARNING TERHADAP MINAT DAN HASIL BELAJAR MATEMATIKA : SEBUAH STUDI EKSPERIMENTAL Siti Sholikah; Ida Putri Rarasati; Adin Fauzi
Pendas : Jurnal Ilmiah Pendidikan Dasar Vol. 9 No. 04 (2024): Volume 09, Nomor 04, Desember 2024
Publisher : Program Studi Pendidikan Guru Sekolah Dasar FKIP Universitas Pasundan

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.23969/jp.v9i04.19536

Abstract

The problems raised are the lack of understanding and interest of students in fraction material and the limited use of technology-based learning media, which results in learning outcomes below the KKM. This study aims to explain the effect of Muja Matcah assisted by the problem-based learning method on interest and learning outcomes in mathematics partially and simultaneously. This study uses a quantitative approach with a quasi-experimental design in the form of a pretest-posttest non-equivalent control group. The subjects of the study involved 50 students, consisting of 25 students in class IV A and 25 students in class IV B at SD Negeri Kanigoro 03. Data analysis used the T test to see the effect partially and the MANOVA test to see the effect simultaneously. The results of the T test showed that Muja Matcah had a significant effect on learning interest  tcount  2.236> ttable 2.069, Sig. 0.035 < 0.05 and learning outcomes tcount  2.429 > ttable 2.069, Sig. 0.023 < 0.05. MANOVA test shows a significant effect on interest and learning outcomes, fcount interest 15.593 > ftable 4.26 and fcount results 53.721 > ftable 4.26. In conclusion, Muja Matcah assisted by problem based learning method has a significant effect on interest and mathematics learning outcomes of fourth grade students of SD Negeri Kanigoro 03, both partially and simultaneously.
Penerapan Konsep Rahmatan Lil 'Alamin sebagai Strategi Pencegahan Kekerasan di Lingkungan SMK Islam Kanigoro Blitar Desy Anindia Rosyida; Ida Putri Rarasati; Nadya Putri Kartikasari
Indo-MathEdu Intellectuals Journal Vol. 6 No. 7 (2025): Indo-MathEdu Intellectuals Journal
Publisher : Lembaga Intelektual Muda (LIM) Maluku

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.54373/imeij.v6i7.4528

Abstract

This study aims to examine the implementation of the Rahmatan Lil Alamin concept as a character education approach in preventing violence at SMK Islam Kanigoro Blitar. The Rahmatan Lil Alamin concept, which encompasses values of compassion, tolerance, justice, and peace, is highly relevant for preventing various forms of violence in the school environment, including verbal, physical, and psychological violence. This research uses a descriptive qualitative approach with data collection techniques such as observation, in-depth interviews, and documentation. The subjects of the study include teachers, students, and school staff. The focus of the research is on the school's strategies in applying Islamic values of Rahmatan Lil Alamin, the types of violence that occur, and the impact of internalizing these values on student behavior. The findings show that the implementation of the Rahmatan Lil Alamin concept at SMK Islam Kanigoro is carried out through the reinforcement of Islamic school culture, habituation of positive behaviors, and integration of values of compassion and tolerance in learning. Furthermore, the support of the entire school community is essential in creating a safe and comfortable learning environment. This approach has proven effective in reducing incidents of violence and raising student awareness of the importance of mutual respect and maintaining peace. This study is expected to contribute to the development of Islamic education, particularly in designing violence prevention strategies based on noble Islamic values that are applicable in educational institutions.
Perwujudan Nilai Persatuan dalam Kearifan Lokal Kresnayana di Kabupaten Blitar Vanny Rizky Ani; Ida Putri Rarasati; Arik Cahyani
Garuda: Jurnal Pendidikan Kewarganegaraan Dan Filsafat Vol. 4 No. 1 (2026): Maret : GARUDA: Jurnal Pendidikan Kewarganegaraan dan Filsafat
Publisher : International Forum of Researchers and Lecturers

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.59581/garuda.v4i1.6107

Abstract

This study aims to analyze the manifestation of Indonesian unity values within the local wisdom of Kresnayana in Blitar Regency, particularly through the “Hasta Brata” performance. As a multicultural nation, Indonesia possesses diversity that represents both potential and challenge; therefore, strengthening unity values through various media, including local wisdom, is essential. This research adopts a qualitative approach with a phenomenological design to explore the experiences and involvement of cultural actors in the Kresnayana performance. Data were collected through in-depth interviews, documentation, and literature review using snowball sampling techniques, and were analyzed inductively through data reduction, triangulation, data display, and conclusion drawing. The findings indicate that Kresnayana, which originates from the reliefs of Penataran Temple, functions not only as a medium for cultural preservation but also as a means of educating unity values. In the “Hasta Brata” performance, the value of unity is reflected in the complementary relationship between Arjuna and Kresna; the value of togetherness is demonstrated through the cooperation between Anoman and Arjuna; the value of patriotism is evident in efforts to maintain world peace; and the value of Bhinneka Tunggal Ika is illustrated through the unity of characters from diverse backgrounds. Furthermore, the festival serves as a contextual learning medium in Pancasila and Civic Education (PPKn) and supports the strengthening of the Pancasila Student Profile. Thus, Kresnayana represents a concrete manifestation of the implementation of unity values in community life through a local cultural approach.
Analisis Keterkaitan Gaya Belajar dengan Prestasi Belajar SBDP pada Siswa Kelas III SDN Pasiraman 03 Fauziah Rodiana Nisa; Desy Anindia Rosyida; Ida Putri Rarasati
Afeksi: Jurnal Penelitian dan Evaluasi Pendidikan Vol. 7 No. 4 (2026)
Publisher : Pusat Studi Penelitian dan Evaluasi Pembelajaran

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.59698/afeksi.v7i4.855

Abstract

Penelitian ini bertujuan untuk menganalisis keterkaitan antara gaya belajar dengan prestasi belajar Seni Budaya dan Prakarya (SBDP) pada siswa kelas III SDN Pasiraman 03 Kecamatan Wonotirto Kabupaten Blitar Tahun Ajaran 2023/2024. Penelitian menggunakan pendekatan kuantitatif dengan desain deskriptif korelasional. Subjek penelitian berjumlah 23 siswa yang seluruhnya dijadikan sampel melalui teknik total sampling. Gaya belajar siswa diklasifikasikan ke dalam tiga tipe, yaitu visual, auditori, dan kinestetik, yang diukur menggunakan angket gaya belajar, sedangkan prestasi belajar SBDP diperoleh melalui dokumentasi nilai rapor semester II. Analisis data dilakukan menggunakan statistik deskriptif dan uji korelasi Pearson Product Moment dengan bantuan program SPSS pada taraf signifikansi 5%. Hasil penelitian menunjukkan bahwa sebagian besar siswa memiliki kecenderungan gaya belajar visual (65,21%) dan kinestetik (34,78%), sementara tidak ditemukan siswa dengan gaya belajar auditori sebagai gaya dominan. Prestasi belajar SBDP siswa secara keseluruhan berada pada kategori baik dengan rentang nilai 78–82. Hasil uji korelasi menunjukkan nilai koefisien korelasi sebesar -0,093 dengan signifikansi 0,672, yang berarti tidak terdapat hubungan yang signifikan antara gaya belajar dan prestasi belajar SBDP siswa. Temuan ini mengindikasikan bahwa prestasi belajar siswa tidak ditentukan secara langsung oleh gaya belajar, melainkan dipengaruhi oleh faktor lain seperti metode pembelajaran, motivasi belajar, dan lingkungan belajar.
Inovasi Media Monopoli Kebuyalo Sebagai Sarana Pembelajaran Keberagaman Budaya Lokal bagi Siswa Kelas IV SD Ardila Kusuma Ningarum; Desy Anindia Rosyida; Ida Putri Rarasati
Afeksi: Jurnal Penelitian dan Evaluasi Pendidikan Vol. 6 No. 6 (2025)
Publisher : Pusat Studi Penelitian dan Evaluasi Pembelajaran

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.59698/afeksi.v6i6.750

Abstract

Penelitian ini bertujuan untuk mengembangkan media pembelajaran inovatif berupa Monopoli Kebuyalo sebagai sarana pembelajaran keberagaman budaya lokal bagi siswa kelas IV sekolah dasar. Jenis penelitian yang digunakan adalah Research and Development (R&D) dengan model pengembangan Sugiyono yang dibatasi hingga tahap ketujuh, meliputi identifikasi potensi dan masalah, pengumpulan data, desain produk, validasi desain, revisi desain, uji coba produk, dan revisi hasil uji coba. Media ini memadukan unsur permainan edukatif dengan konten budaya khas Blitar untuk meningkatkan pemahaman dan minat belajar siswa terhadap materi IPAS. Hasil validasi menunjukkan bahwa media Monopoli Kebuyalo memenuhi kriteria kelayakan dengan persentase dari ahli materi sebesar 92,12%, ahli media 83,33%, dan ahli bahasa 87,77%, semuanya dalam kategori sangat layak. Uji keterbacaan juga memperoleh respon positif dari guru sebesar 88% dan siswa sebesar 90,62%. Hasil tersebut menunjukkan bahwa media ini menarik, mudah digunakan, dan efektif meningkatkan partisipasi serta motivasi belajar siswa. Selain itu, media ini berperan dalam menanamkan nilai-nilai karakter seperti gotong royong, toleransi, dan cinta budaya lokal. Dengan demikian, Monopoli Kebuyalo layak digunakan sebagai alternatif media pembelajaran interaktif berbasis kearifan lokal yang dapat mendukung pembelajaran tematik dan penguatan pendidikan karakter di sekolah dasar.
Pengembangan Media Math Fun Pembelajaran Operasi Dasar Kelas IV Sekolah Dasar Marita salsabila; Ida Putri Rarasati; Deny Setiawan
Pendas : Jurnal Ilmiah Pendidikan Dasar Vol. 11 No. 03 (2026): Volume 11 Nomor 03, September 2026 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.v11i03.65498

Abstract

  This study was motivated by the results of a preliminary analysis conducted through observations, interviews, needs assessment questionnaires, and analysis of students' learning outcomes at SDN 01 Nglegok, SDN 02 Nglegok, and SDN 02 Penataran. The analysis revealed that students still experienced difficulties in understanding basic mathematical operations, particularly addition, subtraction, multiplication, and division of whole numbers up to 10,000. Mathematics learning was still dominated by the use of textbooks, student worksheets, and lecture-based instruction, resulting in a lack of interactive learning experiences. Furthermore, students expressed the need for more engaging, interactive, and learner-centered instructional media. Therefore, an interactive PowerPoint-based learning media called math fun was developed, featuring learning materials, instructional videos, interactive quizzes, the mini cashier (si mika) simulation, automatic feedback, and learning evaluations. This study employed a Research and Development (R&D) approach using a modified ADDIE model, covering the Analysis, Design, and Development stages. The sampling technique used was purposive sampling, in which research participants were intentionally selected based on the objectives of the study. The respondents consisted of one material expert, three media expert, three language expert, three fourth-grade teacher as the teacher readability test respondent, and 20 fourth- and fifth-grade elementary school students as the student readability test respondents. Data were collected through observations, interviews, documentation, and questionnaires, and were analyzed using descriptive quantitative analysis by calculating the percentage of product feasibility. The findings indicated that the math fun learning media obtained a media expert validation score of 96.6%, a language expert validation score of 94.6%, and a material expert validation score of 82.6%, all of which were categorized as very feasible. The teacher readability test achieved a score of 80%, categorized as feasible, while the student readability test obtained a score of 94%, categorized as very feasible. These findings indicate that the math fun learning media meets the feasibility criteria for use as a learning medium for basic mathematics operations on whole numbers in fourth-grade elementary schools and has the potential to support a more interactive, engaging, and meaningful learning process.