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Pengembangan Profesionalisme Guru melalui Pelatihan Perancangan Aktivitas STEM bagi Guru SD/MI Dita Aldila Krisma; Paskalia Pradanti; Siti Nurul Hidayah
Jurnal ABDINUS : Jurnal Pengabdian Nusantara Vol 10 No 2 (2026): Volume 10 Nomor 2 Tahun 2026
Publisher : Universitas Nusantara PGRI Kediri

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.29407/ja.v10i2.23886

Abstract

Efforts to develop teacher professionalism, one of which is through learning innovation, need to be carried out continuously so that teachers' knowledge, understanding and skills related to their duties are always up to date with world progress. However, there are not many learning innovations to help students master 21st century skills because teachers do not know how to plan and implement them and not all teachers attend training to find out the development of learning innovations. Therefore, this service aims to develop the understanding and readiness of elementary school (SD/ MI) teachers in designing STEM learning. The method in this service goes through stages of activities, namely literature study, preparation of training materials, strengthening of training concepts, implementation of training, evaluation of activities, and preparation of outputs. The results obtained are that teachers have gained an understanding of one of the learning innovations, namely STEM activities and teachers have designed STEM activities in groups resulting in eight STEM activity designs.
Pengaruh Model Pembelajaran Teams Games Tournament (TGT) Berbantuan Q-Cardsox terhadap Kemampuan Pemahaman Konsep Matematis Siswa Kelas VII Alfin Sulaiman; Fadhilah Rahmawati; Paskalia Pradanti
Jurnal Tadris Matematika Vol. 7 No. 1 (2024)
Publisher : Universitas Islam Negeri Sayyid Ali Rahmatullah Tulungagung

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.21274/jtm.2024.7.1.91-104

Abstract

The low ability to understand mathematical concepts among SMPN 4 Magelang students is caused by the model and media used in learning. The purpose of this study is to analyze student learning completeness and determine which learning model is better between the Teams Games Tournament (TGT) model assisted by Q-Cardsox media and the direct learning model based on students' mathematical concept comprehension abilities. This research is a quantitative approach with a quasi-experimental type of research and uses a post-test only control group design. Samples were taken using the cluster random sampling technique, resulting in VII C as the experimental class and VII F as the control class, each consisting of 30 students. The research results show that the students' ability to understand mathematical concepts taught using the direct learning model did not achieve classical completeness. Meanwhile, those taught using the Teams Games Tournament (TGT) model assisted by Q-Cardsox achieved classical completeness. The ability to understand mathematical concepts of students taught with the Teams Games Tournament (TGT) model assisted by Q-Cardsox is better than the ability to understand concepts of students taught with the direct learning model.
Pengembangan Video Animasi “BELAMATIKA” Berbantuan Aplikasi Canva untuk Meningkatkan Kemampuan Penalaran Matematis Siswa Dewi Noor Kholifah; Megita Dwi Pamungkas; Paskalia Pradanti
Jurnal Tadris Matematika Vol. 8 No. 1 (2025)
Publisher : Universitas Islam Negeri Sayyid Ali Rahmatullah Tulungagung

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.21274/jtm.2025.8.1.57-74

Abstract

Middle school students, specifically students in grade 8 at Ihsanul Fikri Junior High School, continue to have comparatively low reasoning thinking skills. This is a result of students' unfamiliarity with problems involving mathematical thinking abilities. Additionally, teachers have not used media innovation as a learning aid in the classroom. This study aims to determine the level of validity, practicality, and effectiveness of the animated video media “Belamatika” to improve the mathematical reasoning ability of junior high school students on the material of linear equations. This study uses the 4D development model from Thiagarajan with data collection techniques in the form of questionnaires, interviews, initial tests, and observations. The results of the study stated that the animated video “Belamatika” assisted by the Canva application meets the valid aspect with a percentage of 83.48% included in the very valid category. Based on the results of the practicality analysis, a percentage of 91.30% was obtained with a very practical category. The effectiveness analysis obtained an N-Gain score of 0.350 with a moderate category. This information shows that the animated video “Belamatika” assisted by the Canva application meets the requirements of being valid, practical, and effective for use in mathematics learning in the classroom. The media developed has also been empirically tested that the animated video “Belamatika” is able to improve students' mathematical reasoning abilities.