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Analisis Kemampuan Analitycal Thinking Siswa Kelas 5 pada Mata Pelajaran Metamatika di SD Negeri 1 Bukur Sanita Rienda Hayuning Pramiandari; Nourma Oktaviarini
Sultra Educational Journal Vol 2 No 3: Desember (2022)
Publisher : Fakultas Keguruan dan Ilmu Pendidikan Universitas Sulawesi Tenggara

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.54297/seduj.v2i3.418

Abstract

Siswa kelas 5 SD Negeri 01 Bukur mengalami permasalahan menyelesaikan soal matematika materi bangun ruang. Permasalahan timbul akibat kurangnya kemampuan analitis (Analytical thinking) dalam mengerjakan latihan soal. Penelitian ini merupakan kualitatif deskriptif. Instrumen penelitian ini adalah tes, observasi, wawancara, dan dokumentasi. Permasalahan yang ditemukan adalah kurangnya kemampuan siswa untuk meramalkan kesimpulan dari informasi yang sesuai. Data hasil penelitian menunjukkan: 1) memberikan alasan mengapa sebuah jawaban terhadap suatu masalah masuk akal dengan presentase 100%, 2) menganalisis pertanyaan dan memberikan contoh yang mendukung dengan presentase 85%, 3) menggunakan data yang mendukung untuk menjelaskan mengapa cara yang digunakan serta jawabannya benar dengan presentasse 100%, 4) membuat kesimpulan dan informasi yang sesuai dengan presentase 81%. 5) meramalkan kesimpulan dari informasi yang sesuai yaitu dengan presentase 74%. Kesimpulan penelitian ini adalah kesulitan yang memiliki tingkat prosentase paling tinggi yaitu pada indikator 1 memberikan alasan mengapa sebuah jawaban terhadap suatu masalah masuk akal dan indikator 3 menggunakan data yang mendukung untuk menjelaskan mengapa cara yang digunakan serta jawabannya adalah benar yaitu masing-masing mencapai presentase 100%.
PENDAMPINGAN PENGUATAN KEMAMPUAN LITERASI DAN NUMERASI PADA SISWA SEKOLAH DASAR DI KECAMATAN KRAS KABUPATEN KEDIRI Ria Fajrin Rizqy Ana Ria; Nourma Oktaviarini
Kanigara Vol 3 No 2 (2023): Kanigara
Publisher : Universitas PGRI Adi Buana Surabaya

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.36456/kanigara.v3i2.7758

Abstract

Literacy and numeracy are central to quality learning in all phases of education and curricula. Literacy and numeracy skills contribute to developing the capacity of individuals as global citizens, so that they can contribute productively to society. Students' literacy and numeracy skills are still relatively low. This is caused by children's lack of motivation to learn and try to solve their own problems. The difficulties faced by children in solving problems include difficulties in finding the essence of a text, solving basic operation problems such as multiplication and division, and difficulties in making mathematical models to solve problems related to everyday life. The objectives of the PKM are (1) to provide assistance to students to have high learning motivation with interesting learning activities applied by teachers, (2) to provide assistance to students by applying game activities to learning activities so as to improve literacy and numeracy, (3) to provide socialization to teachers so that they can develop literacy and numeracy so that they can be applied to students optimally. The method used consists of the observation stage, program preparation, and core implementation. The results of the activity show that PKM activities regarding literacy and numeracy assistance to students and teachers have been carried out well, smoothly, and the objectives of the activity have been achieved.  
SOSIALIASASI PENDAMPINGAN PEMBUATAN MEDIA PEMBELAJARAN BERBASIS BOARD GAME DIGITAL BAGI GURU-GURU DI PONDOK PESANTREN ROHDATUL MUSTOFA KABUPATEN TULUNGAGUNG Nugrananda Janattaka; Nourma Oktaviarini; Aditya Pringga Satria
Kanigara Vol 3 No 2 (2023): Kanigara
Publisher : Universitas PGRI Adi Buana Surabaya

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.36456/kanigara.v3i2.7904

Abstract

Advances in technology have also changed the perspective in the world of education; the role of digital media has contributed to giving a new color to education. Digital media can make it easier for teachers to deliver material. The combination of digital media and educational games will have an impact on learning, thus making the learning atmosphere very enjoyable. Board games are the oldest type of game in the world, and with the progress of time, the use of digital board games is often used as a medium to attract students' interest in learning. The socialization of assistance in making digital board game-based learning media is expected to be able to provide new knowledge related to innovation in learning. This socialization was carried out twice using the genially application. The teachers were very enthusiastic about the mentoring process and were able to make and apply board games to learning in class, so they were able to make the atmosphere more interesting with innovations and board game creations from teachers at Pondok Pesantren Rohdatul Mustofa.
Pengembangan Media Lift The Flap Book pada Mata Pelajaran IPAS Materi Tumbuhan, Sumber Kehidupan di Bumi untuk Peserta Didik Kelas IV SDN 1 Wajak Lor Boyolangu Tulungagung Yurida Salsabela; Nourma Oktaviarini
Journal on Education Vol 7 No 1 (2024): Journal on Education: Volume 7 Nomor 1 Tahun 2024
Publisher : Departement of Mathematics Education

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.31004/joe.v7i1.6770

Abstract

As time goes by, science is increasingly developing, one of which is in subjects in elementary school, namely Natural and Social Sciences. Through social science learning media, it is hoped that students will be able to develop curiosity about their environment. One of the supporting factors is the use of graphic learning media. The purpose of this research is to develop creative and interesting graphic media in the form of a lift-the-flap book. The lift the flap book medium is a learning medium that presents two different page views that encourage readers to pause, look, and wonder. This research method is development research (RnD) with the ADDIE model, which consists of analysis, design, development, implementation, and evaluation. The instruments used in this study are questionnaires, interviews, and documentation. The results obtained from the validation of media experts were 93.75%, and material experts obtained 92.5%. The questionnaire and interview assessment were carried out on grade IV students of SDN 1 Wajak Lor, which amounted to 18 students, obtaining 98.75%. The results of this study show that the lift the flap book medium in the science and science subject of plant material, the source of life on earth, for grade IV students of SDN 1 Wajak Lor is very valid and suitable to be used as a learning medium in the classroom.
Pengembangan Activity Book Berbasis STEAM pada Pembelajaran IPAS Materi Bagaimana Kita Hidup dan Bertumbuh Kelas V SDN 1 Demuk Pucanglaban Tulungagung Yusnia Septiani; Nourma Oktaviarini
Journal on Education Vol 7 No 1 (2024): Journal on Education: Volume 7 Nomor 1 Tahun 2024
Publisher : Departement of Mathematics Education

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.31004/joe.v7i1.6917

Abstract

This research is motivated by the learning process in the classroom which still listens to the teacher's explanation and pictures as teaching and learning tools. This makes students easily feel bored so that students' interest in learning decreases. This study aims to develop, test the validity and applicability of STEAM-based activity book media development products in IPAS learning material on how we live and grow in grade V SDN 1 Demuk Pucanglaban Tulungagung. This research is a method using the ADDIE model which consists of the analysis (Analyze), design (Design), development (Development), implementation (Implementation), and evaluation (Evaluation) stages. Data collection techniques were carried out using media validity tests, materials, and questionnaires. The instruments that researchers use are media expert validation sheets, material expert validation sheets, and student questionnaire sheets. The results obtained in this study are media validation by media validators obtained a percentage of 90% with a very valid category, while the assessment of the material validator obtained a percentage of 92.5% with a very valid category, and the assessment of student responses obtained a percentage of 92% with a very valid category. Those it can be concluded that the research results of "Development of STEAM-Based Activity Book on IPAS Learning Material How We Live and Grow are very valid to be used as learning media in Class V SDN 1 Demuk Pucanglaban Tulungagung". The results of this study can be applied at SDN 1 Demuk Pucanglaban Tulungagung Class V and with this activity book media can increase the enthusiasm and curiosity of students in the learning process.
Pengembangan Video Animasi Berbantuan Media Renderforest Materi Pernapasan IPAS Kelas V SDN I Wonorejo Lailatul Mubarokah Ramadhani; Nourma Oktaviarini
Journal on Education Vol 7 No 1 (2024): Journal on Education: Volume 7 Nomor 1 Tahun 2024
Publisher : Departement of Mathematics Education

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.31004/joe.v7i1.6975

Abstract

The development of the times will provide many changes in human life, especially in the field of education, one of which is in the subject of IPAS subjects in elementary school. Lack of learning media for IPAS subjects learning media is still less supportive, this is the background of the researcher to raise the issue. The purpose of the media in the form of learning videos. It is hoped that students will be able to develop curiosity about environment. Renderforest rock animation video refers to an animated video made using the animation video created using the Renderforest platform. Methods this research uses the ADDIE model which consists of analysis, design, development, implementation and evaluation. The instruments used in this research is a questionnaire, interview, documentation. The results obtained from the results obtained from the media expert validation were 90% and the material expert obtained 91.2%. Assessment questionnaires and interviews were conducted with fifth grade students of SDN 1 Wonorejo, totaling 37 students. totaling 37 students. The results of this study indicate that the animated video media assisted by Renderforest breathing material learning IPAS class V SDN 1 Wonorejo is very valid to be used as an animated video media. 1 Wonorejo is very valid for use as learning media in the classroom. The results of This research can be applied with the video media used to make it easier for students to understand a material. Making it easier for students to understand a material.