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PENGUATAN KOMPETENSI BERKARYA MONTASE DAN KOLASE UNTUK GURU SEKOLAH DASAR Deni Setiawan; Yuli Witanto; Ni Kadek Aris Rahmadani; R. Agustinus Arum Eka Nugroho; Marjuni Marjuni; Isa Ansori
Jurnal Abdimas Bina Bangsa Vol. 4 No. 1 (2023): Jurnal Abdimas Bina Bangsa
Publisher : LPPM Universitas Bina Bangsa

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.46306/jabb.v4i1.360

Abstract

The teacher's ability and skills to create and evaluate collage and montage works of art need to follow the standards for assessing works of art. It is due to misconceptions the educational background of class teachers is not in the fine arts field, and the experience of art evaluation still needs to be improved. This service aims to improve the understanding of art and skills in creating and evaluating the art of montage and collage. The material provided is the skills to appropriately create and evaluate collages and montages. The method used is direct and guided learning. Direct learning is carried out using the teacher's conditioning method as participants take part in skill training and evaluation of the art of montage and collage. The service team acts as a resource person who directly supervises and guides. This community service activity increased their ability to create collages and montage works of art, including distinguishing and evaluating them
Powtoon-Based Learning Videos for Quality Elementary School Learning Outcomes Deni Setiawan; Suratno Suratno; Isa Ansori; Yuli Witanto; Marjuni Marjuni; Ni Kadek Aris Rahmadani; Teguh Supriyanto
ABDIMAS: Jurnal Pengabdian Masyarakat Vol. 6 No. 2 (2023): ABDIMAS UMTAS: Jurnal Pengabdian Kepada Masyarakat
Publisher : LPPM Universitas Muhammadiyah Tasikmalaya

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.35568/abdimas.v6i2.3228

Abstract

Elementary school teachers in Cluster Dewi Kunthi Gunungpati Semarang still need to become skilled at creating learning videos. Due to misunderstanding, the teacher's educational background is not in educational technology, and the experience of creating learning videos is minimal. This service aims to provide enrichment, skills, evaluation, and creation of learning media. The material provided is Powtoon-based learning video creation skills. The learning media used are in the form of Powtoon-based learning videos and learning media modules. The use of learning media will make it easier for elementary school children to absorb the material. The method used is direct and guided learning. Community service activities were conducted for eight months, with eight training meetings and guidance. Direct learning is done by conditioning the teacher as a participant, following and conducting copyright training, and evaluating learning videos. Skills and evaluation materials are carried out in 6 meetings. Supervised is intended to carry out direct supervision, coaching, and training. The service results show that teachers master making Powtoon-based videos, as evidenced by the collection of learning videos. The service succeeded in increasing teacher skills in creating Powtoon-based learning videos.
EFEKTIVITAS MODEL TGT BERBANTUAN MEDIA WORD SQUARE DALAM PEMBELAJARAN IPAS TERHADAP MOTIVASI DAN HASIL BELAJAR PESERTA DIDIK KELAS V SDN KEPUNDUHAN 01 Kartika Amalia Kartika; Yuli Witanto
Pendas : Jurnal Ilmiah Pendidikan Dasar Vol. 9 No. 2 (2024): Volume 09 No. 2 Juni 2024
Publisher : Program Studi Pendidikan Guru Sekolah Dasar FKIP Universitas Pasundan

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.23969/jp.v9i2.13143

Abstract

Rendahnya prestasi belajar peserta didik bergantung pada aspek afektif dan aspek kognitif. Penggunaan model pembelajaran dan media pembelajaran yang inovatif dapat digunakan untuk meningkatkan hasil dan motivasi belajar peserta didik. Salah satu cara inovatif untuk melibatkan peserta didik secara aktif dan membuat pembelajaran lebih menarik adalah dengan menggunakan model pembelajaran TGT dengan media word square. Tujuan dari penelitian ini adalah untuk mengetahui efektivitas model TGT dengan media word square terhadap motivasi dan hasil belajar IPAS pada peserta didik kelas V SDN Kepunduhan 01. Penelitian ini merupakan penelitian eksperimen desain nonequivalent control group, dengan jumlah sampel sebanyak 44 peserta didik. Sampel terdiri dari 22 peserta didik kelas VA sebagai kelompok eksperimen dan 22 peserta didik kelas VB sebagai kelompok kontrol. Data diperoleh dengan tes dan non-tes, dan diuji menggunakan uji paired sample t-test dan uji independent sample t-test. Berdasarkan hasil penelitian, rata-rata posttest motivasi belajar tidak memliki perbedaan antara kelompok eksperimen dan kelompok kontrol, namun hasil belajar IPAS pada kelas eksperimen memiliki rata-rata nilai posttest yang lebih tinggi dibandingkan dengan kelas kontrol dengan rata-rata 11,32. Maka, hasil penelitian ini adalah model TGT berbantuan media word square tidak efektif untuk memotivasi siswa kelas V SDN Kepunduhan 01 dalam pembelajaran IPAS, namun efektif untuk meningkatkan hasi
Enhancing Learning Outcomes in KPK and FPB through Teaching at the Right Level (TaRL) Using the ‘Musi Board’ in Grade IV Elementary Education Nilam Permata Sari; Yuli Witanto
AL-ISHLAH: Jurnal Pendidikan Vol 17, No 2 (2025): JUNE 2025
Publisher : STAI Hubbulwathan Duri

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.35445/alishlah.v17i2.5962

Abstract

This study explores the impact of the Teaching at the Right Level (TaRL) approach, combined with Musi Board media, on enhancing mathematics learning outcomes and student motivation, particularly in the topics of KPK (Least Common Multiple) and FPB (Greatest Common Divisor), among fourth-grade students at SDN Gisikdrono 03, Semarang. A quasi-experimental design with a non-equivalent control group was employed, involving 46 students divided into an experimental group and a control group. Both groups completed pretests and posttests to assess learning gains and motivational changes. The experimental group, which received instruction through the TaRL approach integrated with Musi Board media, demonstrated significantly greater improvements in both learning outcomes and motivation than the control group. Statistical analysis confirmed the effectiveness of the intervention. The findings suggest that applying level-appropriate, interactive, and contextual teaching methods—such as the TaRL approach supported by visual media—can substantially improve student engagement and achievement in elementary mathematics.
Analysis of students discipline on the learning process at elementary school Roza Angita; Yuli Witanto
JPPI (Jurnal Penelitian Pendidikan Indonesia) Vol. 10 No. 4 (2024): JPPI (Jurnal Penelitian Pendidikan Indonesia)
Publisher : Indonesian Institute for Counseling, Education and Theraphy (IICET)

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.29210/020244379

Abstract

The problem of student discipline is an important thing that must be considered. It is known that in the learning process there are various discipline problems committed by students such as skipping school, arriving late, disobeying school rules and regulations, not doing the assigned tasks, not focusing on learning, etc. often occur. If these various problems are left unchecked, they will interfere with the student learning process and have an impact on their learning achievement. This study aims to determine the problems of student discipline in grade V of SD Negeri 2 Ngampel during the learning process and its impact on learning achievement, as well as the efforts given by teachers in instilling the value of discipline towards students. This research was aimed at teachers and grade V students at SD Negeri 2 Ngampel. This research uses a qualitative approach with data collection techniques obtained from interviews, observations, questionnaires and documentation. Based on the results of the analysis, it can be concluded that the discipline of grade V students at SD Negeri 2 Ngampel during learning is quite good. However, it needs to be improved again when viewed from several existing discipline problems. A teacher plays an important role in striving to instill the value of discipline to students so that the learning process can run effectively
Integrated Volume Card Game Make A Match Learning Model: Improving Motivation of Learning Outcomes of the Concept of Spatial Building Anggun Tri Wahyuni; Yuli Witanto
Journal Evaluation in Education (JEE) Vol 6 No 1 (2025): January
Publisher : Cahaya Ilmu Cendekia Publisher

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.37251/jee.v6i1.1385

Abstract

Purpose of the study: This study aims to design, develop, and evaluate the effectiveness of an innovative interactive learning medium, a volume card game integrated with the Make a Match cooperative learning model, to enhance students' conceptual understanding of volume in mathematics. Methodology: Using an ADDIE model (Analysis, Design, Development, Implementation, Evaluation). Data collection tools included pretest-posttest questionnaires, expert validation sheets, and N-Gain analysis to assess the media’s validity and learning effectiveness. Statistical analysis, including the Paired Samples T-Test, was conducted using SPSS software. Main Findings: The findings revealed that the volume card game achieved a high validity score of 91% according to expert evaluations, indicating that it is well-suited for classroom use. Furthermore, the game significantly improved student learning outcomes, as evidenced by the Paired Samples T-Test results (p = 0.000) and an N-Gain score of 0.7575, which falls in the high category. Positive feedback was overwhelming, with 98.6% of students reporting that the game was engaging, enjoyable, and effective in fostering their understanding of volume concepts. Novelty/Originality of this study: This study introduces an innovative combination of interactive learning tools and cooperative learning strategies, addressing the challenges of teaching abstract mathematical concepts. By merging gamification with collaborative learning, the volume card game provides an engaging and practical approach to enhance motivation and deepen conceptual understanding. The novelty of this research lies in its dual focus on integrating educational games with cooperative learning and demonstrating its scalable potential for application in broader mathematical topics and academic contexts.
A Study of Students’ Mathematical Concept Understanding Ability: Learning Anxiety and Independence in Learning Mathematics Rizki Heni Muslimah; Yuli Witanto
Journal Evaluation in Education (JEE) Vol 6 No 2 (2025): April
Publisher : Cahaya Ilmu Cendekia Publisher

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.37251/jee.v6i2.1482

Abstract

Purpose of the Study: This study aims to explore fourth-grade students’ understanding of mathematical concepts by examining two psychological and behavioral variables: mathematics anxiety and learning independence. Specifically, the study investigates how these two factors influence students’ abilities to comprehend and apply mathematical concepts in classroom learning. Addressing this issue is essential, as early mathematical understanding serves as a foundation for more complex problem-solving in later education. Methodology: This research employs a qualitative case study approach, with data collected through classroom observations, structured interviews with students and teachers, and analysis of related documents, including student worksheets, math test scores, and teacher reflections. The study utilizes a customized analytical framework based on a modified version of Bloom’s Taxonomy, allowing for a detailed exploration of cognitive understanding, emotional responses, and metacognitive strategies in relation to mathematical learning. Main Findings: Findings indicate that many fourth-grade students experience moderate to high levels of math anxiety, often rooted in negative prior experiences. This anxiety correlates with lower conceptual understanding and reduced classroom performance. Conversely, students who demonstrate high learning independence characterized by initiative, persistence, and self-regulation tend to show greater comprehension and confidence in learning mathematics, even in the face of challenging tasks. Novelty/Originality of this study: The novelty of this study lies in its integrative framework that connects emotional (anxiety), behavioral (independence), and cognitive (conceptual understanding) domains in elementary mathematics education. It also introduces a structured interview instrument designed specifically to uncover students’ internal learning experiences, providing deeper insight into early mathematical development.
Development of Number Puzzles on KPK And FPB Materials to Improve Mathematics Learning Outcomes Sukmawati Berlian Susanti; Yuli Witanto
Journal Evaluation in Education (JEE) Vol 6 No 3 (2025): July
Publisher : Cahaya Ilmu Cendekia Publisher

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.37251/jee.v6i3.1754

Abstract

Purpose of the study: The purpose of the study was to test the feasibility and effectiveness of the Number Puzzle media product developed by the researcher, as an innovation in improving math learning outcomes on the material of the Smallest Common Multiple and Greatest Common Factor. Methodology: This research is a Research and Development (R&D) study with qualitative and quantitative approaches. Researchers used simple random sampling. Data sources consisted of primary and secondary. The research data were obtained from test and then non-test techniques, which include interviews, questionnaires, observations, and a combination of all of them. The aspects measured were learning media, learning outcomes, and learning needs of mathematics subjects. Main Findings: The learning environment is less supportive in the use of concrete learning media with student characteristics, so learning is not effective. Many students have difficulty in understanding math concepts. The main problem is that a variety of learning media has not been used, only in the form of teacher books, student books and student worksheets. Novelty/Originality of this study: The novelty of this research is to develop a product in the form of a number puzzle media (puka). The number puzzle media (puka) is designed in the form of a rectangle, with numbers that can be read clearly, the number puzzle media (puka) is designed with the right and harmonious color selection, the number puzzle media (puka) is equipped with QR-Code, so that the learning atmosphere becomes more active, creative, and fun.