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Diversity in Elementary Students’ Mathematical Problem-Solving Based on Polya’s Theory Aan Nurhasanah; Tri Joko Raharjo; Sri Sumartiningsih; Barokah Isdaryanti
Journal of Mathematics Instruction, Social Research and Opinion Vol. 5 No. 2 (2026): June
Publisher : MASI Mandiri Edukasi

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.58421/misro.v5i2.1661

Abstract

This study aimed to describe elementary school students’ mathematical problem-solving abilities based on Polya’s problem-solving stages across different problem types (LOTS and HOTS) and school contexts. A descriptive quantitative design was employed involving 95 fourth-grade students from six elementary schools. Data were collected through a mathematical problem-solving test consisting of five essay questions developed according to Polya’s four stages: understanding the problem, devising a plan, carrying out the plan, and looking back. The results showed that students achieved the highest performance in the plan stage (63.68%), followed by understanding the problem (60.05%), while lower achievement was observed in devising a plan (40.11%) and looking back (37.63%). The overall average problem-solving achievement was 50.37%. A comparison between LOTS and HOTS problems revealed that students consistently performed better on LOTS tasks across all Polya stages, whereas HOTS tasks presented substantial difficulties, particularly in planning solution strategies and evaluating answers. These findings indicate that procedural skills still dominate students’ mathematical problem-solving abilities, while strategic reasoning and reflective thinking remain underdeveloped. The study highlights the importance of instructional practices that explicitly support all stages of Polya’s framework through problem-based learning, mathematical justification, guided reflection, and differentiated instruction, thereby strengthening students’ problem-solving abilities.
Android mobile 3D augmented reality engineering devices design using marker-based technique Mohamad Azim Ibrahim; Murizah Kassim; Jasni Mohammad Zain; Suhaili Beeran Kutty; Marina Mohd Yusoff; Barokah Isdaryanti; Farid Ahmadi; Nor Syazwani Mohd Pakhrudin
International Journal of Informatics and Communication Technology (IJ-ICT) Vol 15, No 2: June 2026
Publisher : Institute of Advanced Engineering and Science

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.11591/ijict.v15i2.pp683-698

Abstract

Engineering teaching and learning utilizing using augmented reality (AR) technologies is crucial with new technology adaptation. This study has developed an Android mobile based augmented reality of engineering device (ARED) with description using marker-based technique. Unity 3D, Vuforia, and Blender Animation were used to design 3D models of engineering devices on AR platforms. ARED is used to scan a marker and display an AR 3D model of engineering devices with its information. Ten engineering devices models were created using Blender Animation Tools and exported to Unity 3D which are Ups Power, Infrared Thermometer, Cisco Router, Multi meter, Poe Switch, Clamp Meter, Power Supply, Arduino Uno, Raspberry Pi and Oscilloscope. ARED mobile app is successfully tested which presents users can interact with the 3D model using touch input to enhance their learning experience. Result presents user’s evaluation analysis at 86.2% of ARED’s effectiveness and impact for future education. The technical analysis shows that ARED can handle the optimum distance range between 35 to 100 cm, operation angle is best between 45 and 135 degrees and occlusion average maximum of 55%. The significance of the research is to improve the quality and process of engineering education by using AR and promotes the learning society’s transition to digital learning with mixed reality in engineering, which creates a borderless learning environment.
Pemberdayaan Perempuan dalam Pemanfaatan Lahan Pekarangan untuk Mendukung Ketahanan Pangan Keluarga di Kecamatan Gunungpati, Kota Semarang Barokah Isdaryanti; Dwi Yulianti; Margunani Margunani; Dwi Endah Kusumaningtias; Vina Kumala Dewi; Ratna Pertiwi; Mutiara Jihan Pratiwi
Jurnal Surya Masyarakat Vol 6, No 2 (2024): Mei 2024
Publisher : Universitas Muhammadiyah Semarang

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.26714/jsm.6.2.2024.194-202

Abstract

The aim of this service is to increase the active role of women through empowerment efforts based on activities to optimize yard land to support family food security, especially in Gunungpati District, Semarang City. Food is the most essential basic need for every human individual. However, there are still several obstacles encountered in realizing food self-sufficiency, such as limited land, limited community mindset, minimal ability to innovate and the absence of synergistic collaboration between various elements. Therefore, the government continues to strive to maintain food stability and national food self-sufficiency. One effort that can be made is by collaborating across sectors, including involving women. The role of women is really needed, especially in providing education, changing thought patterns and behavioral patterns in the family and society. The object of service is in Gunungpati District, Semarang City in collaboration with the Gunungpati Women's Farmers Group and Dharma Wanita Persatuan (DWP) Semarang State University. The service methods used are: a) Socialization, b) Training, c) Facilitation, and d) Mentoring. The results of the service show that there is an increase in the participation of farmer groups whose members are women in optimizing home yard land and turning it into something with added value and economic value. These farmer groups carry out land intensification by planting various vegetables such as spinach, kale, chilies, eggplants, tomatoes.
Pengembangan Media Pembelajaran AR-Booklet (Augmented Reality Booklet) Untuk Meningkatkan Hasil Belajar IPAS Kelas V SDN Kalibanteng Kidul 01 Kota Semarang. Anisa Asofah; Barokah Isdaryanti
Journal of Classroom Action Research Vol. 8 No. Special Issue (2026): Special Issue (March)
Publisher : Program Studi Magister Pendidikan IPA, Universitas Mataram

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.29303/jcar.v8iSpecial Issue.14622

Abstract

Penelitian ini bertujuan untuk mengembangkan media pembelajaran berbasis Augmented Reality atau AR-Booklet guna meningkatkan hasil belajar siswa kelas V SD Negeri Kalibanteng Kidul 01 Kota semarang materi sistem pernapasan manusia. Penelitian ini menggunakan pendekatan R&D dengan model pengembangan ADDIE, serta mengintegrasikan komponen visual 2D dan 3D, audio, dan teks. Perancangan media sudah disesuaikan dengan kurikulum yang digunakan, capaian pembelajaran, serta karakteristik peserta didik untuk memastikan kemudahan penggunaan serta keterlibatan siswa. Teknik pengumpulan data yang digunakan meliputi wawancara, observasi, angket validasi, dan tes hasil belajar (pretest dan posttest). Analisis data yang digunakan mencakup analisis deskriptif kuantitatif untuk mengevaluasi kevalidan media dan peningkatan hasil belajar dengan menghitung skor N-Gain, dan analisis kualitatif untuk menjelaskan hasil wawancara dan observasi. Validasi ahli media dan ahli materi menunjukkan hasil sangat valid, masing-masing dengan persentase 95% dan 88,33%. Uji coba di lapangan menunjukkan peningkatan rata-rata nilai siswa dari 44,35 pada tes sebelumnya menjadi 83,06, dengan nilai N-Gain sebesar 0,71 dengan kategori sangat valid. Hasil menunjukkan bahwa media pembelajaran AR-Booklet Sistem Pernapasan Manusia adalah pilihan yang sangat layak, dan efektif digunakan guna meningkatkan hasil belajar siswa kelas V materi sistem pernapasan manusia.
THE EFFECTIVENESS OF SMART BOX MEDIA WITH PROBLEM-BASED LEARNING MODELS IN IMPROVING SCIENCE LEARNING OUTCOMES OF GRADE IV STUDENTS IN PUBLIC ELEMENTARY SCHOOLS Talitha Salsabila Azalea; Barokah Isdaryanti
JPPIPA (Jurnal Penelitian Pendidikan IPA) Vol. 11 No. 1 (2026): June 2026
Publisher : Universitas Negeri Surabaya in collaboration with Perkumpulan Pendidik IPA Indonesia (PPII)

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.26740/jppipa.v11n1.p12-21

Abstract

This study aims to assess how well the Smart Box tool works to determine the effectiveness of Smart Box media in improving science learning outcomes for 4th grade students in elementary schools. The approach applied is an experimental study using an Unequal Control Group design, consisting of two groups: an experimental group consisting of 27 students and a control group consisting of 28 students. Information was collected through learning outcome assessments using pre-tests and post-tests. The average initial score of the experimental group was 65.30. After using Smart Box Media, the average experimental group increased to 89.00. While the average Pretest of the control class was 64.07, increasing to 70.36. These findings indicate that by using Smart Box media, learning outcomes are higher and can make students active, collaborative and increase understanding of the material that has been delivered by the teacher. This study concludes that Smart Box media is effective for improving science learning outcomes in elementary schools.
E-BOOK TEACHING MATERIALS IMPROVE IPAS LEARNING OUTCOMES OF GRADE IV ELEMENTARY SCHOOL STUDENTS Fitri Wahyuningsih; Barokah Isdaryanti
JPPIPA (Jurnal Penelitian Pendidikan IPA) Vol. 11 No. 1 (2026): June 2026
Publisher : Universitas Negeri Surabaya in collaboration with Perkumpulan Pendidik IPA Indonesia (PPII)

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.26740/jppipa.v11n1.p22-32

Abstract

This study is driven by the use of less creative and dynamic teaching methods, which lead to inferior learning results by making pupils easily bored and struggling to comprehend the subject matter. The purpose of this project is to create Heyzine-assisted e-book instructional materials and to assess their viability and efficacy in improving fourth-grade students' learning outcomes. Research and development (R&D) using the ADDIE model is the methodology. Data-gathering procedures include observation, interviews, questionnaires, documentation, and pretests and posttests. The results of the assessment by experts, teachers and students show that the instructional materials are highly practical. The improvement in student learning results demonstrates the efficacy of the instructional materials. The pretest and posttest have normal distributions and indicate a substantial difference, with an N-Gain value of 0.7123 in the high category. The developed e-book can serve as an alternative interactive instructional medium to enhance student engagement in IPAS learning at SDN Bendan Ngisor, Semarang City.
Pengembangan Dan Uji Efektivitas Media Pembelajaran Board Game Berbasis Augmented Reality (AR) Pada Mata Pelajaran IPAS Kelas V SD Negeri Wonolopo 02 Farica Dwi Saputri; Barokah Isdaryanti
Elementary School: Jurnal Pendidikan dan Pembelajaran ke-SD-an Vol. 13 No. 2 (2026): ELEMENTARY SCHOOL (Jurnal Pendidikan dan Pembelajaran Ke-SD-an)
Publisher : Universitas PGRI Yogyakarta

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.31316/esjurnal.v13i2.4700

Abstract

Penelitian ini bertujuan mengembangkan dan menguji kelayakan serta efektivitas media pembelajaran Board Game berbasis Augmented Reality (AR) sebagai alternatif pembelajaran IPAS untuk peserta didik kelas V SD Negeri Wonolopo 02. Penelitian menggunakan pendekatan Research and Development (R&D) dengan model ADDIE. Subjek penelitian meliputi guru dan 28 peserta didik kelas V. Pengumpulan data dilakukan melalui angket validasi ahli, angket respon guru, serta tes pretest dan posttest, kemudian di analisis menggunakan uji normalitas Shapiro-Wilk, uji paired sample t-test, dan uji N-Gain untuk mengukut peningkatan hasil belajar. Hasil penelitian menyatakan bahwa media pembelajaran Board Game berbasis AR dinyatakan sangat layak berdasarkan penilaian ahli materi dengan persentase sebesar 95% dan ahli media dengan persentase sebesar 96,42%, serta keefektifan media berada pada kategori sedang ditunjukkan melalui hasil uji N-Gain sebesar 0,3919 pada uji coba kelompok kecil dan 0,4615 pada uji coba kelompok besar. Temuan ini menunjukkan bahwa media pembelajaran Board Game berbasis AR terbukti cukup efektif dalam meningkatkan pemahaman peserta didik terhadap materi Sistem Pernapasan Manusia
Development Of K-Hayat Biodiversity Board Game Media To Improve Grade IV Learning Outcomes Melyna Putri Viola; Barokah Isdaryanti
Inovasi Sekolah Dasar: Jurnal Kajian Pengembangan Pendidikan Vol. 13 No. 1 (2026): Inovasi Sekolah Dasar: Jurnal Kajian Pengembangan Pendidikan
Publisher : Universitas Sriwijaya in Collaboration with HDPGSDI (Himpunan Dosen PGSD Indonesia)

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.36706/jisd.v13i1.166

Abstract

The lack of variety in the use of media in supporting social studies learning, only relying on package books and worksheets, so that from this grade IV students of SD Negeri 9 Purwodadi are less enthusiastic in learning social studies and quickly feel bored to the point of not understanding the material given by the teacher. Students who do not understand the learning material are shown by the learning outcomes of students in social studies subjects which are below average. The research aims to develop a viable and effective Biodiversity Board Game (K-HAYAT) media in improving student learning outcomes. The research uses the Reasearch and Development (R&D) research type Borg and Gall. The research subjects of SD Negeri 9 Purwodadi students amounted to 32 students. Data collection was obtained by test techniques and non-test techniques. The results of the feasibility assessment by expert validators obtained an average of 91.65% of the very feasible category. The results of the N-Gain test have a high category, with a small-scale score of 81.63% and a large-scale score of 76.05%. So that the K-Hayat Board Game media is declared feasible and effective in improving the learning outcomes of grade IV students in biodiversity materials.
Komik Digital Interaktif Meningkatkan Hasil Belajar Materi Memakan dan Dimakan Peserta Didik Kelas V SD Negeri Rembul 01 I'malus Sholikha; Barokah Isdaryanti
FONDATIA Vol 10 No 1 (2026): MARET
Publisher : Pendidikan Guru Madrasah Ibtidaiyah STIT Palapa Nusantara

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.36088/fondatia.v10i1.6076

Abstract

This study was motivated by low learning outcomes in the IPAS subject on the “memakan dan dimakan” (eating and being eaten) topic at SD Negeri Rembul 01 due to limited and non-varied learning resources. The study aimed to develop an interactive digital comic and assess its effectiveness in improving students’ learning outcomes on the “memakan dan dimakan” topic. A Research and Development (R&D) model with an ADDIE design was employed, involving 36 fifth-grade students, consisting of 6 students in a small-scale trial and 30 students in a large-scale trial. Data were collected through tests, questionnaires, interviews, and observations, and were analyzed using the Shapiro–Wilk normality test, paired-sample t-test, and N-gain test. The results of the media expert (97.65%) and material expert (92.85%) evaluations indicated that the interactive digital comic was in the “highly feasible” category. The t-test significance value of 0.000 in both testing scales and the high N-gain values of 0.76 in the small-scale trial and 0.77 in the large-scale trial confirmed the effectiveness of the interactive digital comic in improving students’ learning outcomes. These findings are consistent with Mayer’s Cognitive Theory of Multimedia Learning regarding the integration of visual–verbal media and support the research objective of strengthening students’ conceptual understanding of the “memakan dan dimakan” topic. The study’s implications provide a practical basis for teachers to utilize interactive technology in IPAS learning at the elementary level and offer a theoretical contribution to the development of digital media literacy studies in the context of primary education.
Development of Articulate Storyline-Based IPAS Multimedia to Improve Learning Outcomes among Third-Grade Elementary Students Apriliana Prili Utami; Barokah Isdaryanti
Jurnal Paedagogy Vol. 13 No. 2 (2026): April
Publisher : Universitas Pendidikan Mandalika

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.33394/jp.v13i2.19817

Abstract

This study aims to develop and evaluate Articulate Storyline-based multimedia to improve learning outcomes in Natural and Social Sciences (IPAS), specifically on the topic of “Diversity of Landforms in Indonesia” for third-grade students at Bringin 01 Public Elementary School, Semarang. The study employed a Research and Development (R&D) method using the ADDIE model, which consists of five stages: analysis, design, development, implementation, and evaluation. Data were collected through interviews, questionnaires, and learning outcome tests. The data analysis techniques included normality testing, paired-sample t-tests, and normalized gain (N-gain) analysis. The multimedia product was developed using Articulate Storyline software and subsequently validated by media experts and subject matter experts, yielding scores of 93.33% and 90.78%, respectively, which were categorized as highly feasible. Teacher responses reached 95%, while student responses were 89.13%, both of which fell into the very feasible category. The effectiveness test results indicated a significant improvement between pre-test and post-test scores in both small- and large-scale trials (sig. = 0.000 < 0.05). Furthermore, the N-gain analysis showed a high improvement in the small-scale trial (0.7337) and a moderate improvement in the large-scale trial (0.6415). In conclusion, the Articulate Storyline-based IPAS multimedia is valid, practical, and effective in improving students’ learning outcomes in elementary school IPAS subjects.