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UPAYA MENINGKATKAN KEMAMPUAN MENYELESAIKAN SOAL CERITA MATEMATIKA PADA SISWA SDN PULO GEBANG 06 Aini Risqi Noviyanti; Dinda Salsabila Putri Soleha; Nur Fadhilah; Nidya Chandra Muji; Taofik
Elementa: Jurnal Pendidikan Guru Sekolah Dasar Vol 4 No 3 (2023): Periode Nopember - Februari
Publisher : Program Studi PGSD STKIP PGRI Banjarmasin

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

Abstract

Pembelajaran matematika adalah pembelajaran saintifik yang menggunakan nalar. Gaya belajar visual pembelajaran matematika dasar adalah memperoleh informasi dengan cara melihat informasi itu sendiri. Biasanya ini disajikan dalam warna, gambar, garis, tabel, grafik, simbol, dan diagram yang menarik. Kunci keberhasilan dalam mencapai tujuan pembelajaran yang diharapkan guru hendaknya adalah penggunaan gaya belajar yang tepat. Fakta di lapangan yaitu di SDN Pulo Gebang 06 menunjukkan bahwa guru kurang memperhatikan gaya belajar saat sedang belajar, dan masih banyak siswa yang belum memahami soal matematika berbentuk cerita. Media dan alat peraga yang digunakan juga mengurangi aktivitas siswa untuk mengikuti pembelajaran. Tujuan dari penelitian ini untuk meningkatkan keterampilan siswa di kelas III SDN Pulo Gebang 06 dalam menyelesaikan soal matematika teks dengan gaya belajar visual. Metode penelitian ini merupakan Penelitian Tindakan Kelas (PTK) yang meneliti 29 siswa. Berdasarkan hasil analisis diketahui bahwa kemampuan siswa kelas III SDN Pulo Gebang 06 dalam menyelesaikan soal cerita matematika meningkat setiap siklusnya. Pada siklus I ketuntasan kemampuan memecahkan masalah cerita matematika siswa mencapai 23 siswa atau 79,31 %. Kemudian, pada siklus II terjadi peningkatan sebanyak 26 siswa, sehingga 89,66% yang berarti target kelulusan tercapai yang telah ditentukan oleh peneliti.
STUDI LITERATUR: PERAN GURU KELAS DALAM MENGATASI KESULITAN BELAJAR ANAK SLOW LEARNER DI SEKOLAH DASAR Jagat Satria Roziqin; Qothrun Nada; Rahmalia Intan Bardilah; Anggi Citra Apriliana; Taofik
Didaktik : Jurnal Ilmiah PGSD STKIP Subang Vol. 10 No. 2 (2024): Volume 10 No. 02 Juni 2024
Publisher : STKIP Subang

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.36989/didaktik.v10i2.3074

Abstract

This research was conducted with the aim of finding out the development and feasibility of Relay Smart Card media with addition and subtraction material for class I elementary schools. This type of research is the ADDIE (Analysis, Design, Development, Implementation, Evaluation) model. The subjects of this research were 23 students at SDN Setiabudi 01. The results of the development in the form of Relay Smart Card learning media, based on the results of the media expert's assessment of the material, language and media implementation, stated that all three were in the very feasible category. And, for the one to one, small group, field test and questionnaire assessment scores by the teacher, good scores were obtained. The results from the assessment of student and teacher response questionnaires were that the one to one trial response results obtained a percentage of 77%, the small group trial response results obtained a percentage of 84%, the field test response results obtained a percentage of 91% and the teacher's response obtained a percentage of 87%. with an average percentage of around 80%. So from these results it can be concluded that the relay smart card learning media is suitable for use by students.
PENGEMBANGAN MEDIA PEMBELAJARAN BERBASIS PERMANAN ULAR TANGGA MUATAN IPA MATERI ALAT PERNAPASAN PADA HEWAN KELAS V SD Rahmi Tri Handayani; Linna Afara; Anggi Citra Apriliana; Taofik
Didaktik : Jurnal Ilmiah PGSD STKIP Subang Vol. 10 No. 2 (2024): Volume 10 No. 02 Juni 2024
Publisher : STKIP Subang

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.36989/didaktik.v10i2.3086

Abstract

This research aims to developt learning media based on the snakes and ladders game containing science material on respiratory organs in animals class V elementary school. This type of research is development research or R&D (Research and Development) with a research method that adapts the developmentmodel developed by ADDIE using the following five steps: Analysis, Design, Development, Implementation and Evaluation. The data collection techniques usedwere observation, interviews, and questionnaires. Based on research into the development of learning media products based on the snakes and ladders game,the results obtained from validation tests were 96% from media experts, 80% from material experts, and 87.5% from language experts. From the results of thisvalidation, the learning media based on the snakes and ladders game containing material on respiratory organs in animals meets the criteria of "good" and "verygood" so that the media is suitable to be tested on students. Based on trials with students, the results of the one to one trial were 82.66%, the small group was 90.5%, and the field test was 92.95%, from the results of the trial, the learning media based on the Snakes and Ladders game containing material on respiratory organs in animals comply the criteria of "very good".
PENGEMBANGAN BAHAN AJAR MATERI IPS MODEL RECE (REFLECTIVE, EFFECTIVE, COLLABORATIVE, ELABORATIVE) UNTUK MEMBANGUN KEMAMPUAN LITERASI SOSIAL BERBASIS KEARIFAN LOKAL SISWA SEKOLAH DASAR Indah Wardatussaidah; Taofik; Yustia Suntari
Pendas : Jurnal Ilmiah Pendidikan Dasar Vol. 10 No. 4 (2025): Volume 10. No4, Desember 2025.
Publisher : Program Studi Pendidikan Guru Sekolah Dasar FKIP Universitas Pasundan

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.23969/jp.v10i4.30030

Abstract

Success in a learning process cannot be separated from the existence of adequate resources, one of which is the source of teaching materials. Of all the existing teaching materials, especially in elementary schools, not all teaching materials are able to synergize between teachers and students. Problems arise when the existing teaching material resources are not serialized properly and correctly. The objectives of this study include (1) theoretically reviewing the concept of RECE model social studies teaching materials (2) analyzing field needs related to appropriate teaching materials, (3) developing a draft concept of RECE model social studies teaching materials (4) validating the concept of RECE model social studies teaching materials based on social literacy and local wisdom (5) finalizing the product concept of RECE model social studies teaching materials based on social literacy and local wisdom (6) disseminating the concept of teaching materials. The research method that will be used in this study is the research and development method of the 4D Thiagarajan RnD model. The average percentage results from the material, language and media experts as a whole are 86.2% and can be categorized as a very feasible product, which means the RECE teaching model is suitable for use. Then in the one to one trial, the final recapitulation of the average value was 83% and was categorized as valid, then in the small group test with an average result of 86% and was categorized as very valid and finally the field test with an average result of 90.3% with a very valid category and suitable for use without the need for revision. It can be concluded that the product developed in the form of RECE model teaching materials is a very feasible product and can be used as teaching materials in social studies subjects in elementary schools.
PENGARUH MODEL COOPERATIVE LEARNING TIPE JIGSAW TERHADAP EMPATI KOMUNIKATIF DALAM PEMBELAJARAN IPS SISWA KELAS V SEKOLAH DASAR KELURAHAN SUNTER JAYA Riska Azzahra; Taofik; Nidya Chandra Muji Utami
Pendas : Jurnal Ilmiah Pendidikan Dasar Vol. 10 No. 4 (2025): Volume 10. No4, Desember 2025.
Publisher : Program Studi Pendidikan Guru Sekolah Dasar FKIP Universitas Pasundan

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.23969/jp.v10i4.30060

Abstract

This study aims to determine the effect of the Jigsaw Cooperative Learning model on communicative empathy in the learning of fifth-grade elementary school students in Sunter Jaya Village. This study uses a quasi-experimental method with a Nonequivalent Control Group Design. The sample used in this study consisted of two classes selected using the simple random sampling technique, namely class VC as the experimental class and class VB as the control class. The data collection technique used was a Likert scale questionnaire with four indicators of communicative empathy: the ability to convey ideas effectively, the ability to listen actively, the ability to convey information clearly, and the use of polite and effective language. Based on the results of the Independent Sample T-Test hypothesis test, a significance value of < 0.001 was obtained, which is less than 0.05. Therefore, it can be said that H0 is rejected and Ha is accepted. These findings indicate that the Jigsaw Cooperative Learning model is more effective than the question answer model in improving students' communicative empathy. Therefore, the Jigsaw Cooperative Learning model is recommended as an alternative social studies learning model that is not only academically oriented but also focuses on character building and social skills development.
Analisis Kebutuhan Digital Animated Integrated Speech-Action Vocabulary (DAINSPAV) Module Berbasis TPR untuk Menunjang Joyful Learning pada Pembelajaran Bahasa Inggris di Sekolah Dasar Nidya Chandra Muji Utami; Imaningtyas; Taofik
Pendas : Jurnal Ilmiah Pendidikan Dasar Vol. 10 No. 04 (2025): Volume 10 No. 04 Desember 2025 In Published
Publisher : Program Studi Pendidikan Guru Sekolah Dasar FKIP Universitas Pasundan

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.23969/jp.v10i04.35303

Abstract

ABSTRAK Penelitian ini bertujuan untuk menganalisis kebutuhan pengembangan Digital Animated Integrated Speech-Action Vocabulary (DAINSPAV) Module berbasis metode Total Physical Response (TPR) guna menunjang joyful learning pada siswa kelas IV Sekolah Dasar. Penelitian menggunakan metode Research and Development (R&D) dengan model ADDIE, yang pada tahun pertama difokuskan pada tahap Analysis dan Design. Berdasarkan hasil analisis kebutuhan melalui studi dokumen, wawancara guru, dan kuesioner siswa, diketahui bahwa bahan ajar Bahasa Inggris yang digunakan belum kontekstual, minim unsur visual, serta belum menerapkan prinsip TPR yang menghubungkan bahasa lisan dan gerakan. Hasil tahap perancangan menunjukkan perlunya pengembangan modul digital yang interaktif, bilingual, dan dilengkapi animasi serta audio pelafalan untuk meningkatkan penguasaan kosakata siswa. Penelitian ini diharapkan menjadi dasar dalam mengembangkan modul DAINSPAV berbasis TPR yang mendukung keterampilan bahasa dan menciptakan suasana belajar yang menyenangkan bagi siswa.
Studi Pustaka: Peningkatan Kemampuan Kognitif Siswa Sekolah Dasar Pada Pembelajaran PPKN Melalui Media Multimedia Interaktif Berbasis Nearpod Narinda Abilia Putri; Taofik; Dudung Amir Soleh
Didaktik : Jurnal Ilmiah PGSD STKIP Subang Vol. 11 No. 02 (2025): Volume 11 No. 02 Juni 2025 In Press
Publisher : STKIP Subang

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.36989/didaktik.v11i02.6130

Abstract

Penelitian ini mendeskripsikan pemanfaatan Nearpod dalam meningkatkan kemampuan kognitif siswa sekolah dasar pada pembelajaran PPKn melalui studi literatur. Hasil kajian menunjukkan bahwa platform ini secara signifikan mampu mengembangkan keterampilan berpikir siswa dari tingkat dasar hingga tinggi melalui fitur multimedia interaktifnya. Integrasi Nearpod dengan model pembelajaran inovatif seperti PBL dan CTL terbukti memperkuat pemahaman konseptual dan analisis nilai-nilai Pancasila secara kontekstual. Temuan kunci mengungkap bahwa efektivitas implementasinya sangat bergantung pada kompetensi pedagogik guru dalam merancang konten pembelajaran yang adaptif. Penelitian ini menyimpulkan bahwa Nearpod berpotensi sebagai media transformatif dalam pembelajaran PPKn dengan syarat adanya pelatihan guru yang memadai untuk mengoptimalkan pemanfaatannya di kelas.
Studi Literatur: Analisis Pemanfaatan Video Animasi Dalam Peningkatan Kemampuan Menyimak Pembelajaran Bahasa Indonesia Sekolah Dasar Intan Karina Jhoni; Taofik; Dudung Amir Soleh
Didaktik : Jurnal Ilmiah PGSD STKIP Subang Vol. 11 No. 02 (2025): Volume 11 No. 02 Juni 2025 In Build
Publisher : STKIP Subang

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.36989/didaktik.v11i02.6152

Abstract

Bahasa indonesia di sekolah dasar dibelajarkan dengan tujuan mengembangkan empat kemampuan berbahasa. Salah satunya adalah keterampilan menyimak. Namun dalam hal ini peserta didik masih mengalami beberapa kesulitan yang dikarenakan kurangnya fokus peserta didik, media yang monoton, dan kegiatan pembelajaran yang kurang menarik.Oleh karena itu dalam penelitian ini membahas mengenai analisis penggunaan video animasi sebagai media pembelajaran menyimak. Dengan metode studi literature yang mengkaji artikel terkait video animasi dan telah terakreditasi Sinta 2 sampai dengan 6 dengan rentang terbit 2020-2025. Hasil analisis dalam penelitian ini menunjukan adanya dampak positif dari video animasi terhadap kemampuan menyimak peserta didik sekolah dasar, baik dari sisi pemahaman isi, fokus dan konsentrasi, serta keterlibatan peserta didik dalam pembelajaran.
Hubungan Self Esteem dengan Keaktifan Belajar IPS Siswa Kelas V SDN Kelurahan Tebet Timur Jakarta Selatan Resti Larasati; Mohamad Syarif Sumantri; Taofik
Jurnal Pendidikan, Sains, Geologi, dan Geofisika (GeoScienceEd Journal) Vol. 7 No. 3 (2026): August (Inpres)
Publisher : Mataram University

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.29303/goescienceed.v7i3.2233

Abstract

Self-esteem is an individual’s assessment of themselves that can influence students’ behavior and engagement in the learning process. This study aims to determine the relationship between self-esteem and social studies learning engagement among fifth-grade students at an elementary school in Tebet Timur, South Jakarta. This study employed a quantitative method with a correlational design. The sample consisted of 126 students selected using proportional random sampling. Data were collected through self-esteem questionnaires and social studies learning engagement questionnaires, then analyzed using the Pearson Product-Moment correlation test after conducting prerequisite tests, namely the normality test and the linearity test. The results showed a positive and significant relationship between self-esteem and social studies learning engagement, with a correlation coefficient of r = 0.678 and a significance level of p < 0.001. This means that the higher a student’s self-esteem, the higher their social studies learning engagement, with a contribution of 46% based on the coefficient of determination. The results of this study indicate that self-esteem is one of the psychological factors that play a role in encouraging students’ active participation in learning. Students with high self-esteem tend to be more confident and willing to actively participate by asking questions, answering questions, engaging in discussions, and expressing their opinions during the social studies learning process
Pengaruh Media Permainan Monopoli terhadap Minat Belajar IPS Siswa Kelas IV SDN Pondok Kelapa 05 Pagi Duren Sawit Nopita Apriliyanti; Taofik; Waluyo Hadi
Jurnal Lensa Pendas Vol 10 No 2 (2025): September
Publisher : Universitas Muhammadiyah Kuningan

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.33222/jlp.v10i2.5055

Abstract

Penelitian eksperimen ini bertujuan untuk mengetahui pengaruh permainan monopoli terhadap minat belajar IPS pada siswa kelas IV. Metode yang digunakan adalah metode eksperimen dengan desain two group prestest-posttest control group design.Sampel dalam penelitian ini adalah siswa/i kelas IV SDN Pondok Kelapa 05 Pagi Duren Sawit Jakarta Timur sebanyak 58 siswa/i. Pengambilan sampel menggunakan teknik cluster random sampling. Pengumpulan data dilakukan dengan menggunakan kuesioner dan dianalisis dengan menggunakan uji t. Hasil peneltian menunjukkan hasil uji t 0,007 < 0,05 artinya ada pengaruh media permainan monopoli terhadap minat belajar IPS kelas IV di SD Kelurahan Pondok Kelapa Kecamatan Duren Sawit Jakarta Timur. Oleh sebab itu, guru perlu memberikan materi pembelajaran secara kreatif kepada peserta didik dengan memanfaatkan media bermain sebagai alat bantu edukasi seperti pemanfaatan monopoli agar mampu meningkatkan minat peserta didik dalam menerima materi pembelajaran dan mendapatkan pemahaman maksimal dari apa yang disampaikan.