Oktiana Handini
Universitas Slamet Riyadi Surakarta, Indonesia

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Meningkatkan Keterampilan Menulis Melalui Media Flash Card Dengan Pendekatan Saintifik Bagi Peserta Didik Fransiska Balok Bere; Oktiana Handini; Atin Apriliana
Al-Mada: Jurnal Agama, Sosial, dan Budaya Vol 5 No 3 (2022): Islamic Sociology and Culture
Publisher : LPPM Institut Pesantren KH. Abdul Chalim

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.31538/almada.v5i3.2584

Abstract

Hasil observasi di SDN Mojosongo III Surakarta pada peserta didik kelas II bahwa keterampilan menulis peserta didik masih rendah maka perlunya upaya meningkatkan keterampilan menulis peserta didik dengan menerapkan penggunaan media Flash Card melalui pendekatan Saintifik. Penelitian ini menggunakan metode penelitian tindakan kelas (PTK). Subjek penelitian yang diambil oleh peneliti adalah pesert didik kelas II di SDN Mojosongo III Surakarta, Pada Tahun Pelajaran 2021/2022 ini, berjumlah 26 peserta didik dengan latar belakang dan karakter yang berbeda-beda. Pelaksanaan penelitian ini dilaksanaakan kedalam dua bagian siklus pada setiap siklusnya tersusun atas empat komponen penelitian yaitu perencanaan penelitian, tindakan penelitian, observasi penelitian, serta refleksi penelitian. Teknik penilaian yang digunakan peneliti berbentuk tes tertulis yaitu menulis berbagai kalimat sederhana dengan bahasa tulis. Teknik analisis data dalam penelitian ini menggunakan analisis deskriptif kualitatif dan analisis deskriptif kuantitatif. Indikator keberhasilan penelitian ini ditandai dengan meningkatnya keterampilan menulis peserta didik yang ditandai dengan peserta didik mencapai KKM yang telah ditetapkan yaitu 70. Hasil dari penelitian ini menunjukkan bahwa penerapan media Flash Card melalui pendekatan Saintifik terbukti mampu meningkatkan keterampilan menulis peserta didik kelas II SDN Mojosongo III Surakarta. Kemudian, setelah pelaksanaaan tindakan, disiklus ke-II mengalami peningkatan yang cukup signifikan yaitu peserta didik yang berhasil memenuhi KKM sebesar 88,50 %. Rata-ratanya nilai keterampilan menulis yang didapat pada siklus ke-II bertambah ke angka 80,07. Dari 26 peserta didik, 23 peserta didik mencapai ketuntasan, sedangkan 3 peserta didik belum tuntas.
PERANCANGAN GAME EDUKASI BERBASIS DESKTOP PADA MATERI IPAS MENGURANGI JEJAK KARBON KELAS IV MI HIDAYATUL INSAN KARANGANYAR Muhammad Rizqi Fauzan; Oktiana Handini; Alfonsa Maria Sofia Hapsari
Jurnal Manajemen Pendidikan Vol. 11 No. 4 (2026): Regular Issue (In Progress)
Publisher : STKIP Pesisir Selatan

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.34125/jmp.v11i4.3217

Abstract

The abstract nature of teaching Carbon Footprint Reduction, combined with device restriction policies, underlies this study, which aims to design, develop, and test the feasibility of the desktop-based educational game "Pilah Sampahmu" using Construct 3 for fourth-grade learners at MI Hidayatul Insan Karanganyar. The research methodology applied is Research and Development (R&D) using the ADDIE framework (Analysis, Design, Development, Implementation, and Evaluation). Data collection was conducted through observation, interviews, documentation, and closed Likert-scale questionnaires, analyzed via descriptive percentages and operational verification using Black Box Testing. The results show that all functionality testing scenarios were valid, with feasibility scores of 82% from media experts, 84% from material experts, and 100% from educators. The cumulative average feasibility score reached 88.67%, concluding that the media meets the highly feasible criteria for implementation in IPAS learning. The novelty of this research lies in the pedagogical transformation of macro carbon emission concepts into an offline virtual laboratory for practical waste sorting, optimizing a drag-and-drop desktop platform aligned with learners' psychomotor development to bridge the lack of personal device access by utilizing school computer laboratory facilities. Implicatively, this educational game serves as a dynamic instructional tool that successfully leverages school ICT facilities to raise ecological awareness and boost learners' learning motivation from an early age.
PENGARUH MODEL PROJECT BASED LEARNING BERBASIS KOLABORASI TERHADAP HASIL BELAJAR PADA MATA PELAJARAN IPAS PESERTA DIDIK KELAS IV SD NEGERI 02 JANTIHARJO KARANGANYAR Fita Putri Anggraini; Oktiana Handini; Muhammad Faruq Hanafi
Jurnal Manajemen Pendidikan Vol. 11 No. 4 (2026): Regular Issue (In Progress)
Publisher : STKIP Pesisir Selatan

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.34125/jmp.v11i4.3241

Abstract

This study was motivated by the low learning outcomes of fourth-grade students in Natural and Social Sciences (IPAS) at SD Negeri 02 Jantiharjo Karanganyar. The learning process was still dominated by teacher-centered instruction, resulting in limited student participation and underdeveloped collaborative skills. This study aimed to determine the effect of the collaborative Project Based Learning model on students' IPAS learning outcomes. The research employed a quantitative approach using a One Group Pretest–Posttest Design. The sample consisted of 37 fourth-grade students selected through saturated sampling. Data were collected using tests, observations, and documentation. The data were analyzed using the normality test, Paired Sample t-Test, and N-Gain test with IBM SPSS Statistics 25. The findings revealed that the average score increased from 47.30 in the pretest to 70.76 in the posttest, with an improvement of 23.46 points. The Paired Sample t-Test showed a significance value of 0.000 (<0.05), indicating that the collaborative Project Based Learning model had a significant effect on students' learning outcomes. Furthermore, the N-Gain score was 0.4643, which falls into the moderate category. Therefore, the collaborative Project Based Learning model is effective as an alternative instructional approach to improve elementary students' IPAS learning outcomes.