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Menghilangkan Kepenatan Siswa di Masa Pandemic Covid 19 dengan Mengenalkan Matematika Praktis pada Siswa Madin Irsyadussibyan Hari Purnomo Susanto; Mega Isvandiana Purnamasari
Journal of Social Empowerment Vol. 5 No. 2 (2020): Journal of Social Empowerment
Publisher : LPPM STKIP PGRI Pacitan

Show Abstract | Download Original | Original Source | Check in Google Scholar | Full PDF (236.538 KB)

Abstract

Pandemic covid-19 menjadi sock teraphi bagi dunia pendidikan, terlebih lagi ketika pembelajaran disekolah harus dilakukan secara daring. Banyak sekali kendala yang muncul pada pembelajaran. Tujuan dari kegiatan ini yaitu mengisi kegiatan siswa-siswa disela-sela belajar secara daring dan menghilangkan atau mengurangi tingkat kepenatan siswa selama belajar di rumah. Metode yang digunakan dalam kegiatan ini yaitu pelatihan sederhana dengan materi tentang penerapan matematika, dimana materi tersebut tidak pernah diberikan disekolah atau bukan materi wajib disekolah. Peserta yang mengikuti kegiatan ini yaitu siswa kelas 5 dan kelas 6 SDN Gunungsari yang belajar di Madin Irsyadussibyan. Hasil dari kegiatan ini yaitu 1) siswa sangat antusias dan merasa dalam mengikuti kegiata. 2) siswa dapat dengan mudah menguasi setiap materi yang berikan dalam kegiatan ini.
PENGEMBANGAN MEDIA PUZZLE PADA PEMBELAJARAN MATEMATIKA UNTUK MENINGKATKAN KEMAMPUAN BERHITUNG SISWA KELAS IV Unisha Risna Savira; Urip Tisngati; Mega Isvandiana Purnamasari
DIRASATUL IBTIDAIYAH Vol 5, No 2 (2025): DIRASATUL IBTIDAIYAH
Publisher : Pendidikan Guru Madrasah Ibtidaiyah Institut Agama Islam Negeri Padangsidimpuan

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.24952/ibtidaiyah.v5i2.16920

Abstract

This study aims to determine and describe the feasibility and effectiveness of mathematical puzzle media on whole number material to improve the arithmetic ability of fourth grade students. The study used the Research Development (RD) method with the ADDIE development model. The research subjects consisted of 1 teacher and 10 fourth grade students of Sukoharjo Public Elementary School. Data collection techniques included observation, interviews, questionnaires, documentation, and arithmetic ability tests. Data analysis conducted included the level of product validity from media and material experts, analysis of teacher and student response questionnaire data on media use, and analysis of product effectiveness test data. The results showed that the puzzle media was declared very valid by media experts with an average assessment of 4.86, and an average of 4.83 by material experts. In addition, the results of the teacher response questionnaire were 100% and the results of the student response questionnaire were 97.33% with a very feasible category. The mathematical puzzle media was said to be quite effective with an average N-Gain score of 0.7 and an effectiveness percentage of 72.8%. Penelitian ini bertujuan untuk mengetahui serta mendeskripsikan timgkat kelayakan dan keefektivitas media puzzle matematika pada materi bilangan cacah untuk meningkatkan kemampuan berhitung siswa kelas IV. Penelitian menggunakan metode Reseacrh Development (RD) dengan model pengembangan ADDIE. Subjek penelitian terdiri 1 guru dan 10 siswa kelas IV SD Negeri Sukoharjo. Teknik pengumpulan data meliputi observasi, wawancara, angket, dokumentasi, dan tes kemampuan berhitung. Analisis data yang dilakukan meliputi tingkat kevalidan produk dari ahli media dan materi, analisa data angket respon guru dan siswa terhadap penggunaan media, serta analisa data uji efektivitas produk. Hasil penelitian menunjukkan bahwa media puzzle dinyatakan sangat valid oleh ahli media dengan rata-rata penilaian adalah 4,86, dan rata-rata 4,83 oleh ahli materi. Selain itu, hasil angket respon guru sebesar 100% dan hasil angket respon siswa sebesar 97,33% dengan kategori sangat layak. Media puzzle matematika dikatakan cukup efektif dengan rata-rata skor  N-Gain sebesar 0,7 dan presentase efektivitas 72,8%.
PENGEMBANGAN MEDIA SCRAPBOOK BERBASIS CERITA ASAL USUL PACITAN UNTUK MENINGKATKAN KETERAMPILAN MEMBACA Shofiyullah anwar; Vit Ardhyantama; Mega Isvandiana Purnamasari
Scholarly Journal of Elementary School Vol 6 No 1 (2026): Scholarly Journal of Elementary School
Publisher : PGSD STKIP PGRI Pacitan

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.21137/sjes.2026.6.1.2

Abstract

This study aims to determine: (1) scrapbook media development procedures; (2) the level of effectiveness of scrapbook media development; (3) the results of scrapbook media development. This type of research is research and development (R&D) with the ADDIE development model. The product was tested on 6 grade I elementary school students in a small group trial. The feasibility of the product is based on the results of the assessment of language experts, media experts, learning experts, and responses of grade I elementary school students as test subjects. Data collection techniques used observation, interviews, questionnaires, tests, and documentation. Data analysis used product validity level and trial data analysis. The results showed (1) scrapbook media had been developed with the ADDIE development model with expert trials and validation; (2) a score ≥75 of 91%; (3) linguist assessment averaged a score of 4.14 "Valid", media expert assessment averaged a score of 4.7 "Very Valid", learning expert assessment averaged 4.36 "Very Valid", and student assessment in small group trials averaged 3.93 "Valid". Keywords: Scrapbook, Pacitan origin story, reading skills
UPAYA SEKOLAH DASAR ISLAM TERPADU (SDIT) TAWAKKAL DALAM MENUMBUHKAN RASA PERCAYA DIRI SISWA Milla Fizcha Aulia; Mega Isvandiana Purnamasari; Afid Burhanuddin
Scholarly Journal of Elementary School Vol 6 No 1 (2026): Scholarly Journal of Elementary School
Publisher : PGSD STKIP PGRI Pacitan

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.21137/sjes.2026.6.1.4

Abstract

This study aims to: (1) Describe the efforts made by SDIT Tawakkal in fostering students' self-confidence; and (2) Analyze the impact of efforts to foster self-confidence on student development at SDIT Tawakkal. Self-confidence is an important aspect in children's development that influences their courage to speak, take the initiative, and actively participate in academic and non-academic activities. Therefore, understanding the school's strategy in building students' self-confidence is the main focus of this study. This study uses a qualitative approach with a descriptive method. The subjects of the study included the principal, teachers and students at SDIT Tawakkal. Data collection techniques were carried out through observation, interviews, and documentation. The results of the study showed that SDIT Tawakkal implemented various strategies in fostering students' self-confidence, such as through religious programs, experience-based learning, and various extracurricular activities, market days, cooking classes, academic and non-academic activities. These efforts have a positive impact on increasing students' courage to speak, take the initiative, and actively participate in academic and non-academic activities. In addition, support from teachers and the school plays a very important role in strengthening students' self-confidence.
Pengembangan Media Pembelajaran MEG (Monopoly Education Game) Mata Pelajaran IPAS Kelas IV SDN 1 Gunungsari Dinda Anggi Pravista; Mega Isvandiana Purnamasari; Erna Setyawati
Scholarly Journal of Elementary School Vol 6 No 2 (2026): Scholarly Journal of Elementary School
Publisher : PGSD STKIP PGRI Pacitan

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.21137/sjes.2026.6.2.7

Abstract

This study aims to describe the development process, assess eligibility, and examine students' responses to the MEG (Monopoly Education Game) learning media. This research uses the Research and Development (R&D) method with the ADDIE development model, which includes the Analysis, Design, Development, Implementation, and Evaluation stages. The subject of the study is a grade IV student of SD Negeri 1 Gunungsari. Data collection techniques include observation, interviews, questionnaires, and documentation. The research data were obtained from validation results by media and material experts and from student response questionnaires. The validation results from media experts showed 89.4% in the very valid category, while the validation results from material experts showed 95.3% in the very valid category. Meanwhile, the student response questionnaire yielded a 92.3% response rate, with very interesting results. Based on these results, the MEG (Monopoly Education Game) learning media was declared suitable for use as a learning medium for the science subject of Indonesian Cultural Wealth in grade IV of elementary school.