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Pengaruh Media Tangram Berbasis Articulate Storyline 3 terhadap Kemampuan Berpikir Kreatif Materi Bangun Datar Ridwan, Ita Rustiati; Rizaldi, Vianka Putri; Susilawati, Susilawati; Hanif, Muhammad
PYTHAGORAS Jurnal Matematika dan Pendidikan Matematika Vol. 18 No. 1: June 2023
Publisher : Department of Mathematics Education, Faculty of Mathematics and Natural Sciences, UNY

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.21831/pythagoras.v18i1.57692

Abstract

Kemampuan berpikir kreatif siswa di Indonesia masih belum berkembang dan tergolong rendah. Hal yang sama ditemukan di SDN Karangantu. Masih banyak siswa yang belum bisa menjelaskan secara rinci dari soal yang diberikan. Salah satu faktor yang menyebabkan hal tersebut adalah metode pembelajaran yang digunakan oleh guru adalah metode ceramah tanpa menggunakan media pembelajaran. Tujuan penelitian ini adalah untuk mengetahui pengaruh penggunaan media tangram berbasis Articulate Storyline 3 terhadap kemampuan berpikir kreatif siswa dalam materi bangun datar kelas IV SDN Karangantu sebanyak 38 siswa tiap kelas. Pendekatan penelitian yang digunakan adalah kuantitatif dengan jenis penelitian quasi experiment design bentuk nonequivalent control group design. Teknik pengumpulan data adalah menggunakan tes uraian materi bangun datar yang mengandung indikator kemampuan berpikir kreatif. Hasil penelitian menunjukkan bahwa penggunaan media tangram berbasis Articulate Storyline 3 memiliki pengaruh terhadap kemampuan berpikir kreatif siswa dalam materi bangun datar kelas IV di SDN Karangantu. Hal ini dapat dilihat dari hasil uji hipotesis menggunakan Independent Sample t-test menghasilkan thitung > ttabel (4,8 > 2,0) yang menunjukkan bahwa penggunaan media tangram berbasis Articulate Storyline 3 lebih baik digunakan dari pada pembelajaran secara konvensional terhadap kemampuan berpikir kreatif siswa dalam materi bangun datar. Dengan penggunaan media tangram berbasis Articulate Storyline 3 pengaruh yang diberikan terhadap kemampuan berpikir kreatif siswa dalam materi bangun datar lebih tinggi.  The creative thinking skills of students in Indonesia are still underdeveloped and relatively low. The same thing was found at SDN Karangantu. There are still many students who cannot explain in detail the questions given. One of the factors that causes this is the learning method used by the teacher is the lecture method without using learning media. The purpose of this study was to determine the effect of the use of tangram media based Articulate Storyline 3 on students' creative thinking abilities in class IV SDN Karangantu consisting of 38 students per class. The research approach used was quantitative with a quasi-experimental design type of nonequivalent control group design. The data collection technique is to use a flat material description test that contains indicators of the ability to think creatively. The results showed that the use of tangram media based Articulate Storyline 3 had an influence on students' creative thinking abilities in class IV flat shape material at SDN Karangantu. This can be seen from the results of the hypothesis using Independet Sample t-test testing yielding tcount > ttable (4.8 > 2.0) which indicates that the use of tangram media based Articulate Storyline 3- is better used than conventional learning on students' creative thinking abilities in flat shape material. With the use of tangram media based Articulate Storyline 3 the influence is given to students' creative thinking abilities in higher flat shape material. 
The Impact of Storyboard That Media on Students' Critical Thinking Skills in Social Sciences Subjects in Elementary Schools Susilawati; Neng Ranti; Muhammad Hanif; Ita Rustiati Ridwan; Nenden Sundari
Jurnal Ilmiah Sekolah Dasar Vol 8 No 2 (2024): May
Publisher : Universitas Pendidikan Ganesha

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.23887/jisd.v8i2.58854

Abstract

In the current era of digital technology development, free-access design platforms can be used in education as an alternative technology-based learning medium. Researchers found that in elementary schools, social studies learning still used conventional methods such as lectures and very rarely used instructional media, so students were bored while studying. Therefore, this study aimed to analyze the effect of using Storyboard That media on students' critical thinking skills on the material of the Proclamation of Independence. This study used the Storyboard That website along with 5 essay questions with a cognitive level of C4-C6 (analyze, evaluate, create). This research is a Quasi-Experimental with Non-equivalent Control Group Design. The number of samples consisted of class VI A totaling 22 students as the control class and class VI B totaling 22 students as the experimental class. Data analysis techniques consisted of prerequisite tests of normality and homogeneity tests and Independent Sample T-tests. The Independent Sample T-test data results on the pretest data were 0.539 > 0.05 and the post-test. (2-tailed) of 0.000 <0.05. So, it can be concluded that there were significant differences in students' critical thinking skills between the experimental group that used Storyboard That media and the control class that only used conventional lecturing methods. It is proven that Storyboard That encourages students to think critically through various visualization stimuli. This implementation allows teachers to use it as appropriate social studies learning media to improve elementary school students' critical thinking skills.
The Use of Oodlu to Improve Critical Thinking and Collaboration Skills of Fifth Graders at State of Elementary School Pasirhuni Ita Rustiati Ridwan; Muhammad Hafeez; Susilawati; Putri Amalia Rahayu; Muhammad Hanif; Nenden Sundari
Jurnal Iqra' : Kajian Ilmu Pendidikan Vol. 8 No. 2 (2023): Jurnal Iqra' : Kajian Ilmu Pendidikan
Publisher : Institut Agama Islam Ma'arif NU (IAIMNU) Metro Lampung

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.25217/ji.v8i2.3154

Abstract

21st-century advances have influenced the education sector, so learning not only makes students excel but needs skills in dealing with the progress, the 4C skills. This research focuses on critical thinking and collaboration, and Indonesian is still considered one of the most important subjects. But the effort was still lacking. Students become passive, mingle less, and are not quite ready for progress. It is necessary to make efforts to use appropriate technology-based methods and media, using game-based learning with Oodlu. This research aims to know the use and the results of Oodlu's use in improving students' critical thinking and collaboration skills in Indonesian language learning. Using the CAR method of Kemmis and Mc. Taggart, test and observation, 30 students of V State of Elementary School (SD Negeri) Pasirhuni as the subjects. The results showed that students' skills improve in each cycle. Cycle I critical thinking of group 1 and group 3 40%, group 2 80%, group 1 collaboration was lacking, group 2 and group 3 were good. Cycle II critical thinking group 1 60%, group 2 80%, group 3 40%, collaboration group 1 was good, group 2 and group 3 were very good. Cycle III critical thinking of Group 1 and Group 3 80%, group 2 90%, the collaboration of Group 1 to Group 3 was very good. Thus the use of Oodlu in game-based learning can improve students' critical thinking and collaboration skills. This research implied that the Oodlu with GBL could be solutive to improving other relevant essential skills. Keywords: Improving Critical Thinking, Collaboration Skills, Oodlu
Strategi Implementasi Kepala Sekolah dan Guru dalam Mewujudkan Lingkungan Belajar Inklusif di SDN Batok Bali Ratu Tria Az Zahra; Ita Rustiati Ridwan
Publikasi Pendidikan Vol 16, No 1 (2026)
Publisher : Universitas Negeri Makassar

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.70713/publikan.v16i1.82310

Abstract

Tujuan dari penelitian ini adalah untuk mengungkap strategi yang diterapkan oleh kepala sekolah dan guru dalam mewujudkan lingkungan belajar yang inklusif di SDN Batok Bali serta mendeskripsikan bentuk kolaborasi yang terbentuk di tengah keterbatasan sumber daya, seperti ketiadaan Guru Pembimbing Khusus (GPK), kelas gemuk, dan minimalnya sarana pendukung. Penelitian ini menerapkan metode studi kasus dengan pendekatan kualitatif. Partisipan penelitian terdiri atas satu kepala sekolah dan enam guru yang ditentukan melalui teknik purposive sampling . Pengumpulan data dilakukan melalui wawancara semi-terstruktur, observasi non-intrusif, serta analisis dokumen. Selanjutnya data dianalisis menggunakan model interaktif Miles & Huberman yang mencakup tahapan reduksi data, penyajian data, dan kesimpulan. Temuan penelitian ini menunjukkan bahwa implementasi strategi inklusi dilakukan dengan kebijakan kelembagaan, kemitraan eksternal, peningkatan kompetensi guru, asesmen psikologis, pembelajaran adaptif, serta pembiasaan nilai-nilai positif seperti afirmasi pagi dan lagu anti-bullying. Kepala sekolah dan guru yang berkolaborasi secara intensif menjadi elemen utama dalam keberhasilan pelaksanaan pendidikan inklusif, yang membuktikan bahwa keterbatasan sumber daya tidak menjadi hambatan untuk mewujudkan lingkungan belajar yang inklusif, adil, dan bebas diskriminasi.  
Penerapan Metode Mind Mapping pada Materi Gaya di Sekitarku dalam Pembelajaran IPAS untuk Meningkatkan Kreativitas Siswa Kelas IV SD Negeri Cigabus zahra dwi septiani; Ita Rustiati Ridwan
Publikasi Pendidikan Vol 16, No 1 (2026)
Publisher : Universitas Negeri Makassar

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.70713/publikan.v16i1.81933

Abstract

Tujuan penelitian ini ialah guna menilai efektivitas metode Mind Mapping dalam meningkatkan kreativitas siswa kelas IV SD Negeri Cigabus pada pembelajaran IPAS. Penelitian menggunakan desain Penelitian Tindakan Kelas (PTK) model Kemmis dan McTaggart yang dilaksanakan dalam dua siklus dengan melibatkan 42 siswa sebagai subjek. Data dikumpulkan melalui observasi aktivitas guru dan siswa, tes hasil belajar, serta penilaian kreativitas siswa berdasarkan empat aspek berpikir kreatif: kelancaran ide (fluency), keluwesan berpikir (flexibility), keaslian gagasan (originality), dan kemampuan mengelaborasi ide (elaboration). Hasil penelitian memperlihatkan peningkatan pada seluruh aspek yang diamati. Aktivitas guru meningkat dari 75% ke 88,25%, aktivitas siswa dari 72% menjadi 88%, ketuntasan belajar dari 52,38% menjadi 90,47%, dan kreativitas siswa berdasarkan indikator berpikir kreatif naik dari 52,38% menjadi 90,47%. Hasil ini mengindikasikan bahwa metode Mind Mapping bermanfaat guna meningkatkan kreativitas dan pemahaman konsep siswa dalam pembelajaran IPAS.
The Aptitude of Universitas Pendidikan Indonesia Students in Designing Science Learning that Integrates Culture Sri Wuryastuti; Ari Widodo; Encep Supriatna; Muhammad Hanif; Fitri Alfarisa; Ita Rustiati Ridwan
Jurnal Penelitian Pendidikan IPA Vol 9 No 10 (2023): October
Publisher : Postgraduate, University of Mataram

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.29303/jppipa.v9i10.5037

Abstract

The aim of this research is to describe how the aptitude of elementary school students in designing a learning that integrates culture. The research methodology that was used in this research was descriptive qualitative by analysing each components of the learning plans that was designed by elementary school teacher matriculant of seventh semester who enrolled in a course namely science  learning based on Banten culture that consists of  30 females and 15 males. The result of the study showed that the students’ aptitude in designing science learning that integrates culture in elementary school is categorised as good with average overall score for each lesson plan components of 3,13. The research result was categorised as good because before designing the lesson plan the students have already had rich experiences towards local wisdom contents related to the course material, especially science through lectures. This research gave impacts in developing students aptitude in designing lesson plan that integrated cultures which can be their provision when they become elementary school teachers so that can also give impact for the elementary school students to know more about their cultures which is wrapped in a form of science.
Improving Learning Outcomes through the Ular Tangga Raksasa Game on Civic Education in Elementary School Suprianto, Oki; Ridwan, Ita Rustiati; Sundari, Nenden
Teknodika Vol 22, No 2 (2024): Teknodika
Publisher : Universitas Sebelas Maret

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.20961/teknodika.v22i2.85023

Abstract

This research is motivated by the low learning outcomes of students in civic education learning, namely 18 students with a percentage of 64.28% and only 10 students who completed their studies with a percentage of 45.71. This study aims to improve student learning outcomes in civic education learning in elementary schools through the ular tangga raksasa game. This research was conducted in class VB SDN Sempu 1 Serang City in the odd semester of the 2022/2023 academic year with 28 students. The PTK data collection technique used observation, interview, documentation and field notes. The research process was carried out according to the stages in classroom action research, namely starting with planning, implementation (action), observing and evaluating the process and results of the action (observation and evaluation), through reflection (reflection), then returning to the action planning stage until the desired learning quality is achieved. The results of the study showed an increase in student learning outcomes in Civic Education using the Giant Snakes and Ladders media, as evidenced by an increase in teacher activity, student activity and student learning outcomes in each cycle. The percentage of teacher activity in cycle I was 75%, cycle II was 87.50%, and cycle III was 94.44%. The percentage of student activity in cycle I was 72.22%, cycle II was 86.11%, and cycle III was 91.66%. The percentage of student learning outcomes completion in the pre-cycle was 35.71%, cycle I was 57.14%, cycle II was 75%, and cycle III increased with very good criteria of 89.28%. Based on the data that has been obtained, the researcher's objective in using the Giant Snakes and Ladders media in improving student learning outcomes in the subject of Civic Education has proven to be successful
PENERAPAN MODEL PEMBELAJARAN KOOPERATIF TIPE TGT UNTUK MENINGKATKAN HASIL BELAJAR SISWA SEKOLAH DASAR PADA MATA PELAJARAN IPAS Mutia Rahmi; Ita Rustiati Ridwan
JS (JURNAL SEKOLAH) Vol. 10 No. 2 (2026): MARET 2026
Publisher : Universitas Negeri Medan

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.24114/8hbj8v64

Abstract

Abstrak: Rendahnya capaian hasil belajar siswa pada mata pelajaran IPAS menjadi dasar pelaksanaan penelitian ini. Kondisi tersebut dipengaruhi oleh penggunaan metode pembelajaran yang masih konvensional sehingga kegiatan belajar terasa monoton dan menyebabkan keterlibatan suswa menjadi kurang optimal, situasi ini menyebabkan rendahnya hasil belajar siswa.Penelitian ini memilih model pembelajaran kooperatife tipe Teams Games Tournament (TGT) sebagai strategi untuk prningkatan hasil belajar siswa kelas V SDN Cigabus pada mata pelajaran IPAS. Penelitian dilaksankan dengan menggunakanmetode Penelitian Tindakan Kelas (PTK) dengan pendekatan kualitatif yang dilaksankan dalam dua siklus. Pengumpulan data dilakukan melalui Teknik observasi dan tes tertulis. Hasil penelitian menunjukkan adanya peningkatan hasil belajar siswa pada setiap Tindakan pelaksanaan. Pada tahap pra siklus, sebanyak 16 siswa atau 42% telah mencapai ketuntasan belajar. Jumlah tersebut meningkat menjadi 26 atau 68% pada siklus I, dan Kembali mengalami peningkatan pada siklus II dengan 33 siswa atau 87% mencapai ketuntasan. Selain peningkatan hasil belajar, penerapan model TGT juga berdampak positif terhadap proses pembelajaran, yang ditunjukkan dengan meningkatnya aktivitas guru dari 81% pada siklus I menjadi 92% pada silus II serta aktivitas siswa pada siklus I 75% menjadi 89% pada siklus II. Berdasarkan indikator keberhasilan yang telah ditetapkan, penerapan model pembelajaran kooperatif tipe Teams Games Tournament (TGT) dinyatakan efektif dalam meningkatkan hasil belajar siswa kelas V SD Negeri Cigabus pada mata pelajaran IPAS. Kata Kunci: IPAS, Teams Games Tournament, Hasil Belajar