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Meningkatkan Hasil Belajar Menggunakan Media Berbasis Wizer.me Pada Materi Luas Persegi dan Luas Persegi Panjang pada Siswa Sekolah Dasar Iin Ardila Habie; Abdul Haris Panai; Andi Marshanawiah
Jurnal Studi Guru dan Pembelajaran Vol. 7 No. 2 (2024): Mei - Agustus 2024
Publisher : Universitas Cokroaminoto Palopo

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.30605/jsgp.7.2.2024.4310

Abstract

Masalah penelitian ini adalah "Apakah dengan menggunakan media Wizer. Me dapat meningkatkan hasil belajar siswa pada materi bangun luas persegi dan luas persegi panjang pada kelas IV di SDN 4 Anggrek Kabupaten Gorontalo Utara?". Tujuan dari penelitian ini adalah untuk meningkatkan hasil belajar siswa dengan menggunakan media Wizer. Me pada materi bangun luas persegi dan luas persegi panjang pada siswa kelas IV di SDN 4 Anggrek Kabupaten Gorontalo Utara. Metode penelitian ini adalah Penelitian Tindakan Kelas (PTK). Tes, observasi, dan dokumentasi adalah metode pengumpulan data yang digunakan dalam penelitian ini. Pada saat observasi awal kemampuan yang diperoleh siswa masih sangat rendah yakni hanya 13 orang siswa atau 57% yang mendapat ketuntasan belajar. Pada pelaksanaan penelitian siklus I terjadi peningkatan yakni berjumlah 15 orang siswa atau 65%. Hal ini belum mencapai kriteria ketuntasan klasikal yang telah ditetapkan yakni 80%, sehingga penelitian akan dilanjutkan pada siklus kedua. Pada siklus kedua, 91% atau 21 siswa lebih baik dalam belajar. Hasil penelitian menunjukkan bahwa penggunaan media berbasis Wizer.me secara signifikan meningkatkan hasil belajar siswa kelas IV di SDN 4 Anggrek Kabupaten Gorontalo Utara.
HUBUNGAN PERKEMBANGAN EMOSI DENGAN KESIAPAN BERSEKOLAH PADA ANAK USIA DINI DI TK ABA KRAPYAK WETAN YOGYAKARTA: RELATIONSHIP BETWEEN THE EMOTIONAL DEVELOPMET AND THE READINESS TO GO TO SCHOOL OF EARLY CHILDHOOD IN TK ABA KRAPYAK WETAN YOGYAKARTA Sulastya Ningsih; Sri Rawanti; Andi Marshanawiah; Ryan Hidayat Rafio’la
Jurnal Riset Golden Age PAUD UHO Vol. 6 No. 1 (2023): Maret 2023
Publisher : Jurnal Riset Golden Age PAUD UHO

Show Abstract | Download Original | Original Source | Check in Google Scholar

Abstract

Anak prasekolah mencoba untuk memahami dan mengelola emosi mereka dan belajar bentuk-bentuk dari kesadaran diri dan pemahaman sosial sehingga kesiapan bersekolah menjadi baik. Kematangan masuk sekolah mengacu pada pertumbuhan biologis yang dicapai sebelum masuk sekolah, yaitu kematangan otak untuk memahami konsep calistung, kematangan fisik, maupun emosional. Subjek penelitian yaitu kelas TK B, dengan jumlah sampel sebanyak 63 responden dengan tehnik random sampling. Hasil penelitian menunjukkan bahwa sebanyak 61,9 % tingkat perkembangan emosi anak dalam kategori cukup dan sebanyak 68,3% tingkat kesiapan anak bersekolah dalam kategori cukup. Analisa statistik product moment bahwa nilai r hitung > r tabel (0,273 > 0,2480) artinya ada hubungan positif yang signifikan antara perkembangan emosi anak dengan kesiapan bersekolah pada anak TK Aba Krapyak Wetan Yogyakarta. Jadi Kompetensi sosial-emosional sangat penting untuk penyesuaian jangka panjang, hubungan sosial dan keberhasilan akademik sehingga hal ini dapat meminimalisir permasalahan yang terjadi pada anak seperti penolakan rekan maupun kegagalan sekolah.
Enhancing Learning Outcomes with Fractional Smart Card Media: A Study on Feasibility and Effectiveness in Elementary Mathematics Rustam I Husain; Andi Marshanawiah; Nana Erlina S. Humonggio
Jurnal Ilmiah Sekolah Dasar Vol 9 No 1 (2025): February
Publisher : Universitas Pendidikan Ganesha

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.23887/jisd.v9i1.87442

Abstract

This study explores the development and feasibility of fractional smart card media designed to enhance students' understanding of fractional counting operations. The primary objective is to design and assess the effectiveness of this media in improving learning outcomes. Data collection involved interviews with a fourth-grade teacher to identify common challenges in teaching fractions and evaluate innovative teaching strategies. The research follows the ADDIE model, which includes five phases: Analysis, Design, Development, Implementation, and Evaluation. The fractional smart card media was assessed by material and media experts, achieving feasibility ratings of 91% and 97%, respectively. Teachers and students also provided positive feedback, with teacher responses averaging 100% and student responses averaging 94%. Furthermore, the implementation of the media resulted in significant improvement in student learning outcomes, with an average score of 90.9%. The overall recapitulation score was 94.58%, placing the media in the highly feasible category. These findings suggest that fractional smart card media is an effective educational tool for enhancing students’ mathematical learning experiences, making it suitable for classroom use.
Transformasi Pembelajaran Geometri dan Pengukuran melalui Gamifikasi: Meningkatkan Kreativitas, Logika dan Minat Belajar Siswa Sekolah Dasar Marshanawiah, Andi; Gamar Abdullah; Meylan Saleh; Nurfadliah; Rifda Mardian Arif
Abdimas: Papua Journal of Community Service Vol. 7 No. 2 (2025): Juli
Publisher : Lembaga Pengembangan dan Pengabdian Masyarakat Universitas Muhammadiyah Sorong

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.33506/pjcs.v7i2.4626

Abstract

This community service activity aims to enhance creativity, logic, and student interest in learning at SDN 11 Kota Barat, Gorontalo, through the implementation of gamification in geometry and measurement lessons. Conventional, monotonous teaching methods often result in low student motivation and difficulty in understanding the material, especially in geometry and measurement. Therefore, gamification was chosen as a solution to boost motivation and make learning more engaging and effective. The methods used include teacher training on gamification, development of media based on educational games, and direct implementation in the classroom. Students were involved in games that integrate the concepts of geometry and measurement to enhance their understanding interactively. Evaluations show that the application of gamification successfully increased student interest in learning, strengthened their understanding of the material, and encouraged greater student participation. Additionally, gamification also stimulated creativity and logical thinking in students when solving challenges related to the material. The results of this activity indicate that gamification not only increases student interest and involvement but also improves their understanding of difficult concepts. This activity provides a positive contribution to creating more interactive and enjoyable learning environments and can be applied to improve the quality of education in elementary schools. Keywords: Creativity, Logic, Learning Interest, Gamification, Geometry and Measurement
PENGARUH PENGGUNAAN MEDIA ENSIKLOPEDIA BERBASIS AUGMENTED REALITY TERHADAP MOTIVASI BELAJAR SISWA SEKOLAH DASAR Marshanawiah, Andi; Rifda Mardian Arif; Gamar Abdullah; Meylan Saleh
JAMBURA Elementary Education Journal Vol 6 No 1 (2025): VOLUME 6 NOMOR 1, JUNI TAHUN 2025
Publisher : JURUSAN PENDIDIKAN GURU SEKOLAH DASAR

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.37411/jeej.v6i1.4065

Abstract

Quality education requires innovative approaches to enhance student motivation, particularly in challenging subjects like spatial geometry. One technology that can support this is Augmented Reality (AR), which allows students to interact directly with three-dimensional objects. This study aims to examine the effect of an AR-based encyclopedia media on student motivation in elementary school learning. The research adopts a Pre-experimental design with a One-Group Pretest-Posttest Design approach, involving 13 fifth-grade students from SDN 20 Pulubala, Gorontalo, as the sample. Data were collected through motivation questionnaires, observations, and documentation. The findings indicate that the use of AR media significantly improves student motivation. Prior to the intervention, most students showed low to moderate motivation, but after using AR, the majority demonstrated increased motivation, reaching very high and high levels. A paired sample t-test revealed a significant difference in motivation before and after the intervention (p ≤ 0.05). Based on these findings, it can be concluded that the use of AR-based encyclopedia media is effective in enhancing student motivation, positively impacting their understanding of spatial geometry. This study also contributes to the development of technology-based educational curricula to improve the quality of learning in elementary schools.
ANALISIS KESALAHAN NUMERASI SISWA KELAS 2 SD DALAM MENYELESAIKAN SOAL AKM PADA DOMAIN BILANGAN Pakaya, Widi Candika; Andi Marshanawiah; Nurain Karnain
JAMBURA Elementary Education Journal Vol 6 No 1 (2025): VOLUME 6 NOMOR 1, JUNI TAHUN 2025
Publisher : JURUSAN PENDIDIKAN GURU SEKOLAH DASAR

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.37411/jeej.v6i1.4091

Abstract

This study aims to analyze the types of numeracy errors made by second-grade elementary school students in solving questions from the Minimum Competency Assessment (AKM) in the number domain. The research employed a descriptive qualitative method with data analysis based on the Newman Error Analysis (NEA) framework, which includes five categories of errors: reading, comprehension, transformation, process skills, and encoding. The research subjects were selected purposively based on indications of errors in answering numeracy questions. Instruments used included two AKM-style numeracy questions and semi-structured interviews to explore students’ understanding and thought processes. The results showed that the subject commonly made errors in comprehension, transformation, and process skills. The student struggled to understand the context of the questions, especially in identifying place value (units digit) and performing subtraction within real-life scenarios. Errors were also found in formulating appropriate final answers. These findings highlight the need for numeracy instruction that goes beyond procedural fluency to focus on contextual understanding and conceptual clarity. Teachers are encouraged to apply more interactive and diagnostic approaches in identifying and addressing students' conceptual misunderstandings from an early age.
PENGEMBANGAN MEDIA KOCIBANTAR PADA PEMAHAMAN KONSEP CIRI-CIRI BANGUN DATAR KELAS IV DI SD Pou, Fuspawati; Husain, Rustam I; Marshanawiah, Andi; Aries, Nur Sakinah; Pulukadang, Wiwy Triyanti
SCIENCE : Jurnal Inovasi Pendidikan Matematika dan IPA Vol. 5 No. 2 (2025)
Publisher : Pusat Pengembangan Pendidikan dan Penelitian Indonesia (P4I)

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.51878/science.v5i2.4872

Abstract

This development research aims to comprehensively describe the design and validation process of innovative learning media called "Kocibantar", which was specifically developed to improve conceptual understanding of the characteristics of flat shapes in grade IV students at SDN NO. 66 Kota Timur, Gorontalo City. The subjects involved in this study were all grade IV students of the school, totaling 28 people, consisting of 16 male students and 12 female students. This study adopted a research and development (R&D) design by following the ADDIE (Analysis, Design, Development, Implementation, Evaluation) development model flow, where all systematic stages have been implemented until reaching the product feasibility evaluation phase. The data analysis technique applied combines a qualitative descriptive approach to process input from experts and users, and a quantitative descriptive approach to analyze numerical data from validation and test results. The results of the study at the evaluation stage showed a very satisfactory level of feasibility: validation by material experts produced an ideal score of 90%, assessments from media experts reached 97.5%, positive responses from teachers were recorded at 97.5%, and student responses to this media were also very good with a percentage of 91.96%. Furthermore, the effectiveness of the media in improving student learning outcomes was proven by the percentage of 90.57%. Thus, it can be concluded that the Kocibantar media that has been developed is in the category of very feasible and effective for use as an aid in student learning activities in Elementary Schools, especially in studying flat shapes. ABSTRAKPenelitian pengembangan ini bertujuan untuk menguraikan secara komprehensif proses perancangan dan validasi media pembelajaran inovatif bernama "Kocibantar", yang secara spesifik dikembangkan untuk meningkatkan pemahaman konsep mengenai ciri-ciri bangun datar pada siswa kelas IV di SDN NO. 66 Kota Timur, Kota Gorontalo. Subjek yang dilibatkan dalam penelitian ini adalah seluruh siswa kelas IV sekolah tersebut, yang berjumlah 28 orang, terdiri dari 16 siswa laki-laki dan 12 siswa perempuan. Penelitian ini mengadopsi desain penelitian dan pengembangan (R&D) dengan mengikuti alur model pengembangan ADDIE (Analysis, Design, Development, Implementation, Evaluation), di mana seluruh tahapan sistematisnya telah dilaksanakan hingga mencapai fase evaluasi kelayakan produk. Teknik analisis data yang diterapkan mengkombinasikan pendekatan deskriptif kualitatif untuk mengolah masukan dari para ahli dan pengguna, serta deskriptif kuantitatif untuk menganalisis data numerik dari hasil validasi dan tes. Hasil penelitian pada tahap evaluasi menunjukkan tingkat kelayakan yang sangat memuaskan: validasi oleh ahli materi menghasilkan skor ideal 90%, penilaian dari ahli media mencapai 97,5%, respons positif dari guru tercatat sebesar 97,5%, dan tanggapan siswa terhadap media ini juga sangat baik dengan persentase 91,96%. Lebih lanjut, efektivitas media dalam meningkatkan hasil belajar siswa terbukti dengan perolehan persentase sebesar 90,57%. Dengan demikian, dapat disimpulkan bahwa media Kocibantar yang telah dikembangkan ini berada pada kategori sangat layak dan efektif untuk digunakan sebagai alat bantu dalam kegiatan belajar siswa di Sekolah Dasar, khususnya dalam mempelajari materi bangun datar.
PENGEMBANGAN MEDIA PRIMAFORM UNTUK MENINGKATKAN KEMAMPUAN PEMECAHAN MASALAH PADA MATERI FPB DAN KPK DI SEKOLAH DASAR Pasambuna, Sri Yunarni; Abdullah, Gamar; Aries, Nur Sakinah; Marshanawiah, Andi; Arif, Rifda Mardian
SCIENCE : Jurnal Inovasi Pendidikan Matematika dan IPA Vol. 5 No. 2 (2025)
Publisher : Pusat Pengembangan Pendidikan dan Penelitian Indonesia (P4I)

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.51878/science.v5i2.5354

Abstract

This study aims to develop Primaform learning media that meets the criteria of feasibility, practicality, and effectiveness in learning Mathematics to improve students' problem-solving abilities in FPB and KPK materials in class V of SDN 9 Kabila. The method used is Research and Development (R&D) with the ADDIE development model, which includes the stages of analyze, design, development, implement, and evaluate. The feasibility of Primaform media was tested through expert validation, with an average percentage result of 89%, which is included in the "Very Feasible" category. The practicality of Primaform media obtained an average percentage score of 96.42% and was categorized as "Very Practical". The effectiveness of the media is seen from the increase in the average value of students from 48.60 (pretest) to 87.47 (posttest), with an NGain Score of 0.76 which is included in the "High" category and a media effectiveness level of 76.11% in the "Effective" category. These results indicate that Primaform media is effective in improving students' problem-solving abilities, which is marked by an increase of 38.87%. In addition, the number of students in the high ability category increased from 1 person (pretest) to 13 people (posttest). ABSTRAKPenelitian ini bertujuan untuk mengembangkan media pembelajaran Primaform yang memenuhi kriteria kelayakan, kepraktisan, dan keefektifan dalam pembelajaran Matematika guna meningkatkan kemampuan pemecahan masalah siswa pada materi FPB dan KPK di kelas V SDN 9 Kabila. Metode yang digunakan adalah Research and Development (R&D) dengan model pengembangan ADDIE, yang meliputi tahap analyze, design, development, implement, dan evaluate. Kelayakan media Primaform diuji melalui validasi ahli, dengan hasil rata-rata presentase sebesar 89%, yang termasuk kategori “Sangat Layak”. Kepraktisan media Primaform memperoleh skor rata-rata presentase 96,42% dan dikategorikan “Sangat Praktis”. Keefektifan media dilihat dari peningkatan nilai rata-rata siswa dari 48,60 (pretes) meningkat menjadi 87,47 (postes), dengan NGain Score sebesar 0,76 yang tergolong dalam kategori “Tinggi” dan tingkat efektifitas media sebesar 76,11% dalam kategori “Efektif". Hasil ini menunjukkan bahwa media Primaform efektif dalam meningkatkan kemampuan pemecahan masalah siswa, yang ditandai dengan peningkatan sebesar 38,87%. Selain itu, jumlah siswa yang masuk pada kategori kemampuan tinggi meningkat dari 1 orang (pretes) menjadi menjadi 13 orang (postes).
PENGARUH PENGGUNAAN MEDIA KARTU RUANG VIRTUAL BERBASIS AUGMENTED REALITY TERHADAP HASIL BELAJAR MATEMATIKA DI KELAS II SD Liliernawati, Liliernawati; Arifin, Irvin Novita; Marshanawiah, Andi; Kudus, Kudus; Aries, Nur Sakinah
SCIENCE : Jurnal Inovasi Pendidikan Matematika dan IPA Vol. 5 No. 2 (2025)
Publisher : Pusat Pengembangan Pendidikan dan Penelitian Indonesia (P4I)

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.51878/science.v5i2.5359

Abstract

Rumusan masalah pada penelitian ini adalah “Apakah Terdapat Pengaruh Penggunaan Media Kartu Ruang Virtual Berbasis Augmented Reality Terhadap Hasil Belajar Matematika Pada Materi Bangun Ruang Kelas II SDN No. 75 Kota Tengah Kota Gorontalo?”. Metode yang digunakan dalam penelitian ini adalah penelitian kuantitatif one group pretest-posttest dengan dua variabel yaitu media kartu ruang virtual berbasis augmented reality sebagai variabel X dan hasil belajar sebagai variabel Y. Metode pengumpulan data dengan menggunakan observasi dan wawancara, tes serta dokumentasi. Subjek penelitian ini adalah siswa kelas II SDN No. 75 Kota Tengah. Berdasarkan studi pendahuluan hasil belajar siswa rendah dan kurangnya pemanfaatan media dalam pembelajaran matematika. Berdasarkan hasil data tes sebelum dan tes sesudah diberikan perlakuan. Nilai skor rata- rata sebelum adanya perlakuan media adalah 48,82 dan nilai skor rata- rata setelah adanya perlakuan media 84,11 maka µ1 ? µ2, artinya H0 ditolak sedangkan H1 diterima. Hasil uji hipotesis berbasis uji-t yang didapatkan nilai sig 0,00 < 0,05 maka H0 ditolak sedangkan H1 diterima, dan rata-rata hasil N-gain termasuk dalam kriteria tinggi dengan nilai 0,7 artinya terdapat pengaruh penggunaan media kartu ruang virtual berbasis augmented reality terhadap hasil belajar matematika pada materi bangun ruang Kelas II SDN No. 75 Kota Tengah Kota Gorontalo.
PENGEMBANGAN MEDIA PEMBELAJARAN KARTU PECAHAN BERBASIS QR CODE PADA SISWA KELAS V DI SD NEGERI Patamani, Tri Yulianti; Husain, Rusmin; Marshanawiah, Andi; Pulukandang, Wiwy Triyanty; Aries, Nur Sakinah
EDUTECH : Jurnal Inovasi Pendidikan Berbantuan Teknologi Vol. 5 No. 2 (2025)
Publisher : Pusat Pengembangan Pendidikan dan Penelitian Indonesia (P4I)

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.51878/edutech.v5i2.5949

Abstract

The purpose of this study was to develop a fraction card learning media based on QR Code that meets the criteria of practicality and effectiveness in learning mathematics on fraction material, especially on fractions with the same denominator in class V SDN No.66 Kota Timur, Gorontalo City. This study is a development research using the ADDIE development model, which includes the stages of analysis, design, development, implementation, and evaluation. The feasibility of the fraction card media based on QR Code was tested by a team of experts. The validation results showed that this media obtained an average percentage of 92.27% which was categorized as very feasible for use by teachers and students in elementary schools. To test the practicality, the researcher used a teacher observation sheet, which showed a total score of 38 out of a maximum score of 40, with an average practicality reaching 95%, falling into the very practical category and the student instrument sheet showed a total average score of 37.5% falling into the practical category. In terms of effectiveness, the application of media in class V SDN No.66 Kota Timur, Gorontalo City was measured through pretest and posttest. As a result, the average pretest score of 43.2 increased to 84 in the posttest, with a difference in increase of 40.8 %. The level of effectiveness of the QR Code-based fractional card media based on calculations reached 72%, indicating that the QR Code-based fractional card media is included in the effective category. Based on these results, the QR Code-based fractional card media has proven to be effective and feasible to use in learning in elementary schools. ABSTRAKTujuan penelitian ini adalah mengembangkan media pembelajaran kartu pecahan berbasis QR Code yang memenuhi kriteria kelayakan kepraktisan, dan efektifitas dalam pembelajaran matematika pada materi pecahan khususnya pada pecahan berpenyebut sama di kelas V SDN No.66 Kota Timur Kota Gorontalo. Penelitian ini merupakan penelitian pengembangan dengan menggunakan model pengembangan ADDIE, yang mencakup tahap analysis, design, development, Implementation, dan Evaluation. Kelayakan media kartu pecahan berbasi QR Code diuji oleh tim ahli. Hasil Validasi menunjukkan bahwa media ini memperoleh rata-rata presentase sebesar 92,27 % yang dikategorikan sebagai sangat layak digunakan oleh guru dan siswa di SD. Untuk menguji kepraktisan, peneliti menggunakan lembar observasi guru, yang menunjukkan total skor 38 dari skor maksimal 40, dengan rata-rata kepraktisan mencapai 95%, masuk dalam kategori sangat praktis dan lembar instrument siswa menujukkan total skor rata-rata 92.8 % masuk dalam kategori sangat paraktis. Dalam aspek efektivitas, penerapan media di kelas V SDN No.66 Kota Timur Kota Gorontalo diukur melalui pretest dan posttest. Hasilnya, rata-rata nilai pretest sebesar 43,2 meningkat menjadi 84 pada posttest, dengan selisih peningkatan sebesar 40,8 %. Tingkat efektivitas media kartu pecahan berbasis QR Code berdasarkan perhitungan mencapai 72 %, menunjukkan bahwa media kartu pecahan berbasis QR Code termasuk dalam kategori efektif. Berdasarkan hasil ini, media kartu pecahan berbasis QR Code terbukti efektif dan layak digunakan dalam pembelajaran di SD.