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Efektivitas Penerapan Metode Game-Based Learning Untuk Meningkatkan Minat Belajar Pada Mata Pelajaran Al-Qur’an Hadist Kelas VI di Mis Sidorejo Tirto Pekalongan Nur Hidayah; Santika Lya Diah Pramesti
Indonesian Journal of Islamic Elementary Education Vol. 3 No. 1 (2023): May 2023
Publisher : Pendidikan Guru Madrasah Ibtidaiyah Study Program, Faculty of Education and Teacher Training, UIN K.H. Abdurrahman Wahid Pekalongan, Indonesia

Show Abstract | Download Original | Original Source | Check in Google Scholar | Full PDF (408.144 KB) | DOI: 10.28918/ijiee.v3i1.7097

Abstract

Tujuan penelitian ini adalah untuk mengetahui efektivitas penerapan metode game-based learning untuk meningkatkan minat belajar pada mata pelajaran Al-Qur’an Hadist kelas VI di MIS Sidorejo Tirto Pekalongan. Rumusan masalah dalam penelitian ini sebagai berikut; 1) Bagaimana minat belajar pada mata pelajaran Al-Qur’an Hadist kelas VI di MIS Sidorejo Tirto Pekalongan sebelum dilaksanakan metode Game-Based Learning? 2) Bagaimana implementasi metode Game-Based Learning dalam mata pelajaran Al-Qur’an Hadist kelas VI di MIS Sidorejo Tirto Pekalongan? 3) Bagaimana efektivitas penerapan metode Game-Based Learning pada minat belajar dalam mata pelajaran Al-Qur’an Hadist kelas VI di MIS Sidorejo Tirto Pekalongan. Metode penelitian ini adalah kuantitatif jenis eksperimen dengan subjek penelitian siswa kelas VI di MIS Sidorejo tahun pelajaran2021/2022. Jumlah populasinya adalah 54 siswa dari 2 kelas. Kemudian peneliti menggunakan simple random sampling untuk menentukan kelas eksperimen dan kelas kontrol. Hasilnya yaitu yang menjadi kelas eksperimen adalah kelas VI-A sebanyak 27 siswa dan kelas kontrol yaitu kelas VI-B sebanyak 27 siswa. Data dikumpulkan menggunakan teknik angket dan dianalisis menggunakan teknik analisis independent samplet –test. Hasil penelitian ini menunjukkan: 1) penerapan metode game-based learning menunjukkan hasil 62% berada pada rentang 50% - 74% yang termasuk dalam kategori baik. 2) minat belajar siswa pada mata pelajaran Al-Qur’an Hadist kelas eksperimen menunjukan hasil 41,7% berada pada rentang 25% - 49% yang termasuk dalam kategori cukup baik sedangkan pada kelas kontrol menunjukkan hasil 50% berada pada rentang 50% - 74% yang termasuk dalam kategori baik. 3) efektivitas penerapan metode game-based learning menggunakan independent sample t-test secara SPPS versi 26 menunjukkan hasil sig.(2-tailed) sebesar sebesar 0,008 ˂ 0,05. Artinya Ho ditolak dan Ha diterima.
Pelatihan Karya Tulis Ilmiah Untuk Mengembangkan Pemikiran Komputasi Mahasiswa alfina fadzilah; M. Fathur Izzurrohman; Santika Lya Diah Pramesti
Jurnal Pengabdian Inovasi Masyarakat Indonesia Vol. 2 No. 1 (2023): Edisi Februari
Publisher : Program Studi Pendidikan Kimia FKIP Universitas Mataram

Show Abstract | Download Original | Original Source | Check in Google Scholar | Full PDF (332.032 KB) | DOI: 10.29303/jpimi.v2i1.1677

Abstract

Scientific writing is something that is familiar to students. Scientific writing is one of the main characteristics of university academic activities, namely in the form of theses, theses, dissertations, articles, papers, and research reports. In addition, writing scientific papers is also one of the requirements for students to obtain an academic degree from higher education. However, the facts in the field and some results from previous studies show that the ability to write scientific papers in students is still low. Therefore, the results of the agreement on the work program of the Mathematics Tadris Student Association of UIN KH. Abdurrahman Wahid Pekalongan, which provides opportunities for students to develop computational thinking through writing scientific papers. This training was carried out in one meeting and the speakers thoroughly discussed the writing of scientific papers using the lecture and discussion methods. The results of this training students can write scientific papers in the form of journals in groups and will be submitted at the SANTIKA (National Seminar on Tadris Mathematics) on September 16, 2022. Thus, these results show that this training activity is effective in helping students to improve and develop students' computational thinking and scientific writing skills.
Pengembangan E-Modul Berbasis Ethno-STEM pada Materi Geometri Pramesti, Santika Lya Diah; Rini, Juwita; Ferdianto, Yogi
Circle: Jurnal Pendidikan Matematika Vol 4 No 1 (2024): March 2024
Publisher : Universitas Islam Negeri K.H. Abdurrahman Wahid Pekalongan

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.28918/circle.v4i1.6895

Abstract

This research is motivated by problems in the learning process. In this problem, it has an impact on the problem-solving ability of mathematics students at UIN K.H. Abdurrahman Wahid Pekalongan, therefore the development of e-module-based learning was made. This study aims to find out how to reconstruct the concept, validity and effectiveness of mathematics e-modules in local Javanese culture in ethno-STEM-based geometry learning. This research is R&D type with ADDIE development model. Which is proven to be valid and effective, the results of material and media validation tests reach 68% and 78% with valid cateogries.
Pengaruh Kecerdasan Logis Matematis dan Kecerdasan Spasial Terhadap Hasil Belajar Matematika Materi Bangun Ruang Lya Diah Pramesti, Santika; Oktalia, Anisah
Indonesian Journal of Islamic Elementary Education Vol 1 No 1: Mei 2021
Publisher : Universitas Islam Negeri K.H. Abdurrahman Wahid Pekalongan

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.28918/ijiee.v1i1.3922

Abstract

Learning is influenced by internal and environmental factors. From within, one of them is intelligence. According to Howard Gardner, intelligence includes mathematical logical intelligence and spatial intelligence. Mathematical logical intelligence deals with problem solving. Meanwhile, spatial intelligence is concerned with visualizing diagrams or tables. The purpose of this study was to 1) describe the level of mathematical logical intelligence and the level of spatial intelligence as well as the learning outcomes of mathematics learning materials for students in class V MIS Pakumbulan 2) to analyze the effect of mathematical logical intelligence on student learning outcomes in class V MIS Pakumbulan 3) to analyze the effect of spatial intelligence on theresults class V MIS Pakumbulan student learning 4) to analyze the influence of mathematical logical intelligence and spatial intelligence on the mathematics learning outcomes of class V MIS Pakumbulan students. This type of research is field research witha quantitative approach. Data collection techniques in the form of observation methods, questionnaires and documentation using simple and multiple linear regression data analysis. The results showed that mathematical logical intelligence was quite good, while spatial intelligence was not good enough. In simple regression analysis mathematical logical intelligence is Sig. 0.623> 0.05 and the spatial intelligence Sig. 0.164> 0.05 so there is no partial effect. In multiple analysis the Sig. 0.258> 0.05 so that mathematical logical intelligence and spatial intelligence simultaneously have no effect on mathematics learning outcomes.
Efektivitas Penerapan Metode Game-Based Learning untuk Meningkatkan Minat Belajar pada Mata Pelajaran al-Qur’an Hadist Kelas VI DI MIS Sidorejo Tirto Pekalongan Hidayah, Nur; Diah Pramesti, Santika Lya
Indonesian Journal of Islamic Elementary Education Vol 3 No 1: Mei 2023
Publisher : Universitas Islam Negeri K.H. Abdurrahman Wahid Pekalongan

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.28918/ijiee.v3i1.1012

Abstract

The purpose of this study was to determine the effectiveness of applying the game-based learning method to increase interest in learning in class VI Al-Qur'an Hadith at MIS Sidorejo Tirto Pekalongan. The formulation of the problem in this study is as follows: 1) How is the interest in learning in the Al-Qur'an Hadith class VI subject at MIS Sidorejo Tirto Pekalongan before implementing the game-based learning method? 2) How is the implementation of the game-based learning method in class VI Al-Qur'an Hadithat MIS Sidorejo Tirto Pekalongan? 3) What is the effectiveness of applying the game-based learning method to increase interest in learning in class VI Al-Qur'an Hadith at MIS Sidorejo Tirto Pekalongan. This research method is a quantitative type of experiment with research subjects of class VI students at MIS Sidorejo for the 2021–2022 academic year. The total population is 54 students from two classes. Then the researcher used simple random sampling to determine the experimental class and the control class. The result is that the experimental class is VI-A with 27 students, and the control class is VI-B with 27 students. Data was collected using a questionnaire technique and analyzed using an independent sample t-test analysis technique.The results of this study indicate: 1) the application of the game-based learning method shows a result of 62% in the range of 50%–74%, which is included in the good category. 2) Students' interest in learning Al-Qur'an Hadith subjects in the experimental class showed results of 41.7% in the range of 25%–49%, which was included in the pretty good category, while in the control class, results of 50% in the range of 50%–74% were included in the good category. 3) The effectiveness of applying the game-based learning method using an independent sample t-test in SPPS version 26 shows sig. (2-tailed) results of 0.0080.05. This means that Ho is rejected and Ha is accepted.
Meningkatkan Kemampuan Membilang 1-10 melalui Metode Bermain Kartu Angka pada RA Haqqul Yaqin Kecamatan Kota Kisaran Timur Ropiah Sitorus; Abdul Khobir; Santika Lya Diah Pramesti
Asghar: Jurnal of Children Studies Vol 4 No 1 (2024): Juni 2024
Publisher : Universitas Islam Negeri K.H. Abdurrahman Wahid Pekalongan

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.28918/asghar.v4i1.7467

Abstract

Penelitian ini bertujuan untuk meningkatkan kemampuan membilang angka 1–10 melalui metode bermain kartu angka pada anak kelompok B di RA Haqqul Yaqin Kec.Kota Kisaran Timur. Kemampuan membilang dalam penelitian ini adalah kemampuan anak dalam menyebutkan angka, mengurutkan angka dan menghubungkan angka. Penelitian ini merupakan penelitian tindakan kelas (classroom action research). Subjek penelitian ini adalah siswa kelompok B yang berjumlah 25 anak, yang terdiri dari 15 anak perempuan, dan 10 anak laki-laki. Teknik pengumpulan data dilakukan dengan cara observasi dan dokumentasi. Instrumen penelitian yakni panduan observasi. Analisis data yang digunakan dalam penelitian ini adalah deskriptif kualitatif dan deskriptif kuantitatif dengan presentase. Hasil penelitian menunjukkan bahwa kemampuan membilang pada anak kelompok B di RA Haqqul Yaqin Kec.Kota Kisaran Timur dapat ditingkatkan melalui metode bermain dengan kartu angka. Hal ini dibuktikan dari hasil yang dicapai pada tindakan siklus 1, kemampuan membilang angka 1-5 rata-rata mencapai 5 anak (20,00%), kemampuan membilang angka 1-7 rata-rata mencapai 12 anak (48,00%), dan kemampuan membilang angka 1-10 rata-rata mencapai 8 anak (32,00%). Pada tindakan siklus 2, kemampuan membilang angka 1-7 (skor 2) rata-rata mencapai 4 anak (16,00%), dan kemampuan membilang angka 1-10 (skor 3) rata-rata mencapai 21 anak (84,00%).
Analysis of Students' Computational Thinking Processes in Merdeka Curriculum Differentiation Learning using The Open-Ended Problem Based Learning Model Santika Lya Diah Pramesti; Heni Lilia Dewi; Norma Alias
Hipotenusa: Journal of Mathematical Society Vol. 6 No. 2 (2024): Hipotenusa: Journal of Mathematical Society
Publisher : Program Studi Tadris Matematika Universitas Islam Negeri (UIN) Salatiga

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.18326/hipotenusa.v6i2.1899

Abstract

This research aims to evaluate the effect of implementing differentiated learning using the Open-Ended Problem Based Learning model on students' computational thinking abilities at the Batang State Tsanawiyah Madrasah. The research used mixed methods with a concurrent embedded model, which combines quantitative and qualitative approaches. Data was collected through computational thinking ability tests, interviews, and observations during the research period. The research results show a significant increase in students' computational thinking abilities after implementing differentiated learning. Quantitative data analysis shows significant differences between before and after learning, with visible improvements in aspects of computational thinking capabilities such as abstraction, algorithms, decomposition, and pattern recognition. These findings show that differentiated learning using the Open-Ended Problem Based Learning model can improve students' abilities in computational thinking and solving problems effectively.
Development of Humanistic Statistics Learning Devices Based one Inquiry and Mind Mapping Models Pramesti, Santika Lya Diah; Salafudin, Salafudin
Al-Jabar: Jurnal Pendidikan Matematika Vol 9 No 1 (2018): Al-Jabar: Jurnal Pendidikan Matematika
Publisher : Universitas Islam Raden Intan Lampung, INDONESIA

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.24042/ajpm.v9i1.2341

Abstract

The purpose of this research are: (1) to determine the characteristic of humanistic statistics learning, (2) to obtain a humanistic statistics learning tools based on valid, practical, and effective inquiry and mind mapping learning model. The research method uses 4D Thiagarajan which has been modified to 3D, namely: define, design, and develop. Implementation of the development and humanistic statistics learning tool trials using Inquiry and Mind Mapping learning model show that learning tools used in statistical learning activities were practical and effective. The trial shows an increase of students’ statistical problem-solving ability using humanistic learning based on Inquiry and Mind Mapping learning model. The improvement of statistical problem-solving on Inquiry learning model is better than humanistic statistics learning using Mind Mapping learning model. 
A Hypothetical Learning Trajectory Design for Social Arithmetic to Fostering Computational Thinking and Self-Regulated Learning Abilities Pramesti, Santika Lya Diah; Mariani, Scolastika; Hendikawati, Putriaji; Kartono, Kartono; Masrukan, Masrukan
EDUKASIA Jurnal Pendidikan dan Pembelajaran Vol. 6 No. 2 (2025)
Publisher : LP. Ma'arif Janggan Magetan

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.62775/edukasia.v6i2.1493

Abstract

This study aims to design a Hypothetical Learning Trajectory (HLT) on the topic of social arithmetic to address learning obstacles related to students’ computational thinking (CT) and self-regulated learning (SRL) abilities. Employing an Educational Design Research (EDR) approach, the study developed the Missouri Mathematics Open-Ended Problem-Based Learning (MiMOPBL) model supported by an e-module based on the Predict–Observe–Explain (POE) strategy. The HLT integrates CT and SRL by guiding students through prediction, observation, and explanation stages while solving open-ended contextual problems. Validation results confirmed that the instructional tools—including lesson plans, student worksheets, e-modules, CT and SRL instruments—are both valid and reliable. Content validity assessed using Aiken’s V showed values ranging from 0.80 to 0.98, while reliability testing using Cronbach’s Alpha indicated high internal consistency (SRL: α = 0.85; CT: α = 0.89; observation sheet: α = 0.88). These results indicate that the tools are suitable for use in mathematics classrooms. Although limited to the design phase and one topic, the study offers a structured, competency-based learning design that supports student engagement, problem-solving skills, and independent learning. Future research should explore the effectiveness of this learning design across various topics and student groups.
Development of Contextual Math-Edutainment: The Interactive "Geomath" Game to Enhance Seventh-Grade Junior High School Students’ Understanding of Geometry Pramesti, Santika Lya Diah; Salsabila, Nindya Ayu
JDIME: Journal of Development and Innovation in Mathematics Education Vol. 2 No. 2 (2024): Journal of Development and Innovation in Mathematics Education
Publisher : Insitut Agama Islam Negeri Kerinci

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.32939/jdime.v2i2.4288

Abstract

This study aims to develop and evaluate a contextual game-based learning media called Geomaster, designed to enhance seventh-grade students' understanding of geometry concepts. Employing the ADDIE development model, the research followed systematic stages including analysis, design, development, implementation, and evaluation. The product was validated by six experts—three media experts and three subject matter experts—yielding an average feasibility rating of 91% and 95% respectively, indicating that the media was highly feasible for use. The trial phase was conducted in three stages: small-scale, large-scale, and implementation trials. Results from small-scale trials demonstrated positive feedback from both students (93%) and teachers (91.3%) regarding media readability, clarity, and motivational impact. In large-scale trials, student responses averaged 89.8%, and teacher responses averaged 90.25%, reinforcing the media’s effectiveness. Furthermore, implementation trials indicated that the media supported various student learning activities with an average rating of 80.3% and achieved a high N-gain score of 0.72, reflecting significant improvement in learning outcomes. The study concludes that Geomaster effectively enhances conceptual understanding, fosters engagement, and supports the integration of interactive digital media in geometry instruction. This research contributes to the growing body of literature advocating for gamification in mathematics education and highlights the importance of developing innovative learning media to meet the demands of 21st-century learners.