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ANALISIS PENGGUNAAN ALAT PERAGA SEBAGAI MEDIA PEMBELAJARAN KONTEKSTUAL TERHADAP MOTIVASI BELAJAR SISWA Afsas, Siti Khodijah; Nugraheni, Nursiwi; Ambastari, Siwi
eL-Muhbib jurnal pemikiran dan penelitian pendidikan dasar Vol 9 No 1 (2025): Juni
Publisher : Program Studi Pendidikan Guru Madrasah Ibtidaiyah (PGMI)

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.52266/el-muhbib.v9i1.3410

Abstract

Salah satu inovasi media pembelajaran adalah penggunaan alat peraga untuk menunjang proses pembelajaran yang dapat disesuaikan dengan minat dan kebutuhan belajar siswa. Penggunaan media pembelajaran tersebut belum maksimal sehingga siswa mengalami kesulitan dalam memahami konsep materi yang abstrak. Penelitian ini bertujuan untuk menganalisis alat peraga sebagai media pembelajaran kontekstual terhadap motivasi belajar. Penelitian ini merupakan jenis penelitian kualitatif, teknik pengumpulan data yang digunakan adalah observasi sebelum dan saat penelitian, wawancara sebelum dan sesudah penelitian dan dokumentasi sebelum dan saat pembelajaran. Instrumen yang digunakan adalah lembar wawancara. Penelitian dilaksanakan di kelas VI SDN Ngesrep 03, Semarang, Jawa Tengah. Hasil penelitian menunjukkan bahwa alat peraga sebagai media pembelajaran dapat memberikan dampak yang baik terhadap motivasi belajar siswa dan dapat membantu siswa memahami materi pada sistem gerak manusia dengan menggunakan media pembelajaran yang konkret dan kontekstual.
Development of Cheerful Ludo Math Integrated With Tgt Model for Solving Fifth Grade Mathematical Story Problems Ratnasari, Esti Ayu; Nugraheni, Nursiwi
Jurnal Pendidikan MIPA Vol 26, No 1 (2025): Jurnal Pendidikan MIPA
Publisher : FKIP Universitas Lampung

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.23960/jpmipa.v26i1.pp88-104

Abstract

Abstract: The purpose of this research is to develop a ludo media called cheerful math ludo (Domaria), which is integrated with the TGT model to solve fifth-grade math story problems based on the material of the volume of space. The type of research used is R&D with the Borg and Gall model. The stages in this research are analyzing problems, collecting data, making product designs, design validation, design revisions, small group trials, product revisions, and large group trials. Based on validation from media experts of 91.7% (very feasible), material experts of 91.7% (very feasible), and language experts of 81.3% (very achievable), as well as the results of teacher and student responses of 100% (very feasible), it shows that Domaria media is suitable for use. This can be seen from the results of the paired T-test in small groups with a Sig value. (2-tailed) 0.000, which means that the average post-test value has increased when compared to the pre-test value. Then, the N-Gain test in the small group obtained a result of 0.627, which means that it is effective in the medium category. The same thing happened in the paired T-test test in the large group, which showed a sig value. (2-tailed) 0.000, which means that the average post-test value increases from the previous pre-test average. The large group N-Gain test showed a value of 0.699, which was said to be effective in the medium category. Thus, Domaria media integrated with the TGT model is proven to be effective for teaching and learning.     Keywords: learning media, ludo, TGT model, mathematics.
Enhancing Numeracy Abilities through Problem-Based Learning Model with Augmented Reality Flipbook Media in Drupadi Cluster Rohima, Aisyah; Nugraheni, Nursiwi
Jurnal Pendidikan MIPA Vol 26, No 1 (2025): Jurnal Pendidikan MIPA
Publisher : FKIP Universitas Lampung

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.23960/jpmipa.v26i1.pp708-720

Abstract

This study examines how effectively the Problem-Based Learning framework, combined with flipbook-based augmented reality media, improves students numerical abilities. This study used a quantitative approach with a non-equivalent quasi-experimental control group design. The participants were fourth-grade students in the Drupadi cluster, Gunungpati sub-district, with 16 students as the experimental and 22 as the control classes. To assess their numeracy abilities, the students first completed a pre-test. After the practical actualization of the Problem-Based Learning model with the integration of flipbook-based augmented reality media, a subsequent test was conducted to measure their improvement. The learning process was completed with a class discussion and question and answer session. The findings show a significant improvement in numeracy abilities. The Problem-Based Learning approach integrated with flipbook-based augmented reality media effectively supports students in mastering all three levels of numeracy abilities: knowing, applying, and reasoning. This is evidenced by the average N-Gain value for the experimental class of 0.70 with a high category, while the control class N-Gain value is 0.30 with an ineffective category. So, this finding shows that this model is very effective in improving the quality of education, especially in developing the numeracy abilities of grade IV primary school students.     Keywords: problem-based learning, flipbook, augmented reality, numeracy.
PENGARUH MODEL PEMBELAJARAN PROJECT BASED LEARNING (PJBL) BERBANTUAN MEDIA BLOK PECAHAN UNTUK MENINGKATKAN KEMAMPUAN PEMECAHAN MASALAH SISWA Lestari, Sinta Yuni; Nugraheni, Nursiwi
Al-Irsyad Journal of Mathematics Education Vol 4 No 2 (2025): Juli 2025
Publisher : Sekolah Tinggi Keguruan dan Ilmu Pendidikan Darud Da'wah Wal Irsyad Pinrang

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.58917/ijme.v4i2.213

Abstract

Tujuan dari studi ini untuk memahami seberapa baik keberhasilan model pembelajaran berbasis proyek (PJBL) dengan bantuan media blok pecahan dalam memaksimalkan kemampuan siswa sekolah dasar dalam menemukan solusi pada masalah matematika. Studi ini dilaksanakan mengenakan metode quasi eksperimen, melibatkan kelompok eksperimen yang terdiri dari 28 siswa dari kelas V SDN Mokaha 01 dan kelompok kontrol yang meliputi 33 siswa dari kelas V SDN Penyalahan 01. Untuk mengukur kemampuan memecahkan masalah sebelum dan setelah perlakuan, menggunakan tes awal dan tes akhir pada untuk mengetahui hasil. Hasil analisis uji-t memperlihatkan adanya perbedaan signifikan antara hasil tes akhir dari kedua kelompok uji coba (Sig. 0,000) yang mengindikasikan bahwa model pembelajaran yang diterapkan berpengaruh. Serta model pembelajaran project based learning (PJBL) lebih efektif digunakan untuk meningkatkan kemampuan pemecahan masalah dibandingkan dengan model pembelajaran problem based learning (PBL) dibuktikan dengan hasil penelitian pada kelas eksperimen sebesar 65,4% yang termasuk kategori cukup efektif, sementara di kelas kontrol hanya 44,01% tergolong kedalam kategori kurang efektif.
How does an augmented reality-based pocket book enhance students' critical thinking skills? Pratiwi, Hanum; Nugraheni, Nursiwi
Al-Jabar: Jurnal Pendidikan Matematika Vol 15 No 1 (2024): 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.v15i1.21650

Abstract

Background: Students' low critical thinking skills negatively impact their mathematics learning outcomes. One contributing factor is the insufficient optimization of instructional media.Aim: This study aims to design instructional media, assess its feasibility and practicality, and evaluate the effectiveness of an augmented reality-based pocket book in enhancing the critical thinking skills of fifth-grade students at SDN 01 Bligorejo Doro Pekalongan.Method: The study adopts the Borg & Gall development model and employs a pre-experimental design with a one-group pretest-posttest approach. Data collection techniques include observation, interviews, questionnaires, tests, and documentation. Initial data analysis involves normality tests, while final data analysis uses mean difference tests and N-Gain tests.Results: The findings reveal an improvement in students' critical thinking skills, as indicated by the increase in average test scores from 51.5 to 76.6. The N-Gain analysis result of 0.5052, classified as moderate, provides evidence that the augmented reality-based pocket book is effective in enhancing students' critical thinking skills.Conclusion: The augmented reality-based pocket book proves to be an effective tool for improving students' critical thinking skills, as demonstrated by the significant increase in average test scores and N-Gain values.
Flip-based e-comic media: Enhancing HOTS in elementary mathematics learning Hapsari, Bintang; Nugraheni, Nursiwi
Indonesian Journal of Science and Mathematics Education Vol. 7 No. 3 (2024): Indonesian Journal of Science and Mathematics Education
Publisher : Universitas Islam Negeri Raden Intan Lampung

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.24042/ijsme.v7i3.23467

Abstract

This study aims to develop a flip-based e-comic as a learning medium and analyze its impact on the HOTS (Higher-Order Thinking Skills) of fourth-grade students in mathematics, specifically on the topic of calculating the area of plane figures. The study employs the Research and Development method using the Borg and Gall model. Data analysis techniques include media feasibility tests, t-tests, and N-Gain tests. The results indicate that the e-comic is highly feasible for use, as evidenced by feasibility ratings from media experts (90%), content experts (89.2%), and language experts (87.5%). Based on the t-test, the e-comic was proven effective in learning, with a sig. (2-tailed) value of 0.000 < 0.05, indicating that Ho is rejected and Ha is accepted. Furthermore, the N-Gain test results show an improvement in students' abilities, with scores of 0.7164 for the small scale and 0.8307 for the large scale, both categorized as high. Thus, the e-comic positively impacts students' ability to solve HOTS questions. This study implies the provision of an alternative learning medium that supports the development of students' higher-order thinking skills while facilitating educators' integration of technology into modern learning practices.
The RADEC learning model assisted by an e-learning application in fostering the high-order thinking skills of aspiring primary school teachers Nugraheni, Nursiwi; Trimurtini, Trimurtini; Fariha Sari, Elok
Primary: Jurnal Pendidikan Guru Sekolah Dasar Vol. 14 No. 3 (2025): June
Publisher : Laboratorium Program Studi Pendidikan Guru Sekolah Dasar

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.33578/jpfkip.v14i3.p389-401

Abstract

This paper investigates the performance of the RADEC learning model(TRLM) assisted by e-learning to foster higher-order thinking skills (HOTS) in aspiring primary school teachers. No one has researched HOTS in the implementation of TRLM, which is held online in mathematics materials. A quasi-experimental design was employed in this research. Aspiring primary school teachers who are studying at Semarang State University were the subject of this paper. The aspiring primary school teachers are currently in their second semester of study. There were two classes through simple random sampling: one performed TRLM assisted by e-learning, and one control class. HOTS was measured using essay questions with HOTS indicators, specifically analysing, evaluating, and creating. The question was valid and reliable. The study results showed that the average post-test score of the experimental class was higher than that of the control class. There is an increase from pretest to posttest in both the control and experimental classes. However, when checked, the N-Gain score percentage of the experimental class showed that the increasing HOTS is quite effective. At the same time, the control class was ineffective. TRLM-assisted e-learning increases the HOTS of aspiring primary school teachers and is more effective than the control class.
Enhancing students' mathematical problem-solving skills through the teams games tournament model with domino card media Mardiyati, Dikalila Putri; Nugraheni, Nursiwi
Indonesian Journal of Science and Mathematics Education Vol. 8 No. 2 (2025): Indonesian Journal of Science and Mathematics Education
Publisher : Universitas Islam Negeri Raden Intan Lampung

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.24042/ijsme.v8i2.28207

Abstract

Students’ weakness in understanding and applying mathematical concepts is a problem that is often encountered. Therefore, students need to develop essential skills such as problem-solving. Other reasons are also caused by the conventional learning system that is still applied today. This study was conducted to develop domino card media with the Teams Games Tournament (TGT) model to enhance the mathematical problem-solving skills of 5th-grade students, especially in greatest common divisor (GCD) and least common multiple (LCM) learning. This development research adopts the Borg and Gall model. The media obtained a score of 93.3% from material experts, 96.6% from language experts, and 92.2% from media experts. Based on the t-test results, this media was proven to affect a Sig score. (2-tailed) .000 < 0.05. Proving that H0 is rejected and H1 is accepted. This media has also proven effective through the n-gain test, with a score of 0.78 for small-scale and 0.82 for large-scale trials. This score is in the high category because g > 0.70. Thus, this domino card media is appropriate for improving students’ mathematical problem-solving skills. This research offers a fun learning solution, encourages active participation, and helps students understand mathematical concepts more meaningfully.
Implementasi Model Treffinger dengan Media Tangram Bagi Kemampuan Berpikir Kreatif dan Motivasi Belajar Siswa Kelas IV SD Gugus Oskar Aminatun, Siti; Nugraheni, Nursiwi
Jurnal Cendekia : Jurnal Pendidikan Matematika Vol 9 No 3 (2025): Jurnal Cendekia: Jurnal Pendidikan Matematika Volume 9 Nomor 3 Tahun 2025
Publisher : Mathematics Education Study Program

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.31004/cendekia.v9i3.4036

Abstract

Tujuan penelitian ini adalah untuk mengkaji kemampuan berpikir kreatif dan motivasi belajar siswa kelas IV yang ditingkatkan dengan penerapan model treffinger dengan media tangram. Penelitian ini menggunakan prosedur kuantitatif dengan desain quasi eksperimental jenis non-equivalent control group. Kelas eksperimen SDN Bulu Lor dan kelas kontrol SDN Panggung Kidul, keduanya merupakan sekolah dasar kelas IV di Gugus Oskar yang menjadi sampel penelitian, dan dipilih dengan teknik random sampling. Berdasarkan hasil penelitian, 23 siswa dari 26 di kelas eksperimen lulus KKM pada posttest kemampuan berpikir kreatif. Uji paired sample t-test dan uji independent t-test diperoleh nilai signifikansi 0,000<0,05. Hasil uji N-gain memperkuat bahwa terjadi peningkatan pada kelas eksperimen dengan kategori sedang dibanding pada kelas kontrol. Sedangkan pada variabel motivasi belajar uji paired sample t-test dan uji independent t-test diperoleh nilai signifikansi 0,000 < 0,05 yang menyatakan adanya peningkatan dari kelas yang diberi perlakuan mampu meningkatkan motivasi belajar. Dari pertimbangan semua hal, penggunaan model treffinger dengan media tangram membantu siswa termotivasi untuk belajar dan mengembangkan kemampuan berpikir kreatif.
The Effect of Snakes and Ladder Media in Teams Games Tournament Model on Mathematical Problem Solving Ability Hanun, Istna Syaikhah; Nugraheni, Nursiwi
JTP - Jurnal Teknologi Pendidikan Vol. 27 No. 2 (2025): Jurnal Teknologi Pendidikan
Publisher : Lembaga Penelitian dan Pengabdian kepada Masyarakat, Universitas Negeri Jakarta

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.21009/jtp.v27i2.55933

Abstract

The use of concrete games can increase student enthusiasm and attract students' attention to learning, but many teachers have not yet utilized them as a learning support media.This study was conducted to understand how much influence the Snakes and Ladders media, with the Teams Games Tournament learning model, has on students’ problem-solving abilities. The subjects in this study were grade 5 learners in a state-run primary school in Semarang City, a total of 54 students. This study contributes new insights by analyzing the effect of the tgt-assisted snake and ladder game, which has not been studied before in fifth grade, in different research locations. This current project used a numerical research approach analysis through a quasi-experiment. The results of the study conducted on the treatment group showed an effectiveness value of 65.68. Meanwhile, the control group produced an effectiveness value of 56.59. Based on data analysis using the t-test shows a two-sided significance level (2-tailed) of .000, so H0 was not supported and in favor of H1. So, it shows an influence through the implementation of the Snakes and Ladders media educational tool, along with the TGT instructional approach, to improve the ability of fifth-grade students to understand mathematical problem-solving. Snakes and Ladders media with the TGT cooperative model is also effective for students’ problem-solving abilities. Future research can analyze and calculate the effectiveness of using the snake and ladder media with the tgt model in other subjects more effectively
Co-Authors A.A. Ketut Agung Cahyawan W Adhim, Assafrul Ali Adzkia Husnul Abidat Afsas, Siti Khodijah Agry, Feylosofia Putri Ambastari, Siwi Aminatun, Siti Aminuyati Anak Agung Gede Sugianthara Anak Agung Istri Sri Wiadnyani Anggiasti, Avita Ayu Annisa Shidqi Nabila Apriliya, Diana Astuti, Fatma Dwi Asyharul Muala Azizah, Khikmatul Azzahra, Alya Afifah Azzulfa, Firyaal Hasna Busyairi, Busyairi Choirul Umam, Choirul Damayanti, Ayen Vera Desi Wulandari, Desi Dewi, Sita Dian Aprilia, Dian Fadilasari, Erina Faizah, Auliya Nurul Farid, Nizar Fariha Sari, Elok Fatikhatun Nafisyah, Alifah Firdaus, Bima Nurus Samawati Indasah Fitriane, Anisha Bunga Armethia Fitriyah, Ayda Gubta, Edwin Chandra Hadinugroho, Aulya Robby Hanun, Istna Syaikhah Hapsari, Bintang Hariyanti, Tri Hariyati, Fitri Haziyah, Siti Filzatul Hidayah, Aulia Tri Hidayah, Bashirotun Nurul Husain A, Fajar Husna, Raihani Al Isa Ansori Kharismawati, Annisa' Khoirunnisa, Aulia Wahyu Kiptiyah, Siti Maryatul Kurniana Bektiningsih Kusriani, Ika Kusuma, Ayu Rahayu Lailashafra, Arum Lestari, Binita Bhekti Lestari, Sinta Yuni Magfiroh, Anis Mardiyati, Dikalila Putri Miftakhuljannah, Aulia Mujab, Bangkit Saiful Muji Asri, Maulina Mulyani, Petra Kristi Muna, Trimurtini, Nur Aizatun Najma Sana Nadhirah Hilman Nugraha, Nicholas Rangga Ardhi Nugraheti Sismulyasih SB, Nugraheti Sismulyasih Oktafiani, Annisa Isni Oktavianatun, Anissa’ Pambagiyo, Erwin Catur Pitadjeng Pitadjeng, Pitadjeng Prakoso, Chiptiono Yoga Pramugita, Chintya Prasetyo, Dwi Ade Pratami, Arsya Rine Pratiwi, Arum Febriliana Pratiwi, Hanum Pravitasari, Aufa Gisti Putra, Firmansyah Wahyu Aji Putri Ema Amalia, Atika Putri, Sifa Amelia Putriaji Hendikawati Rahardyan, Atalin Rahmadani, Dhiva Rahmawati, Lisa Nor Ramadhani, Baity Jannati Ratnasari, Dwi Handayani Ratnasari, Esti Ayu Rega Puspita, Shindia Ayu Rohima, Aisyah Santoso, Luhur Pujo Saraswati, Anggun Sari, Elok Fariha Sari, Icha Miranda Jelita Sa’diyah, Chalimatus Setia Ningrum, Sintya Setiawan, Ahmad Ridlo Sofia, Annissa Nur Sofitri, Devi Rinjani SR, Dean Nurmala Sri Hartati St. Budi Waluya Stevani, Awanda Mella Sujoko, Prasetyo Susilaningsih, Sri Triardianti, Annisa Trimurtini, Trimurtini Wibowo, Cahyo Adi Yudanto, Bayu Andika Zazin Afidin, Henry