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ACTIVENESS ENHANCEMENT AND STUDENT LEARNING RESULTS THROUGH THE DISCOVERY LEARNING MODEL AND MONOPOLY BOARD GAME MEDIA IN ELEMENTARY CLASS IV Rico Dwi Kristanto; Stefanus C Relmasira; Agustina Tyas Asri Hardini
JURNAL HANDAYANI PGSD FIP UNIMED Vol 10, No 1: June 2019
Publisher : Universitas Negeri Medan

Show Abstract | Download Original | Original Source | Check in Google Scholar | Full PDF (265.24 KB) | DOI: 10.24114/jh.v10i1.14139

Abstract

Abstract:This research aims to improve the activeness and learning outcomes of fourth grade elementary school students by applying the Discovery Learning model assisted with the Monopoly Board Game. The research is a Classroom Action Research carried out at Tingkir Tengah 01 Elementary School, with 29 students as research subjects. The data of this research were obtained using test techniques, in the form of questions and non-tests for measuring activeness, teacher and student activities. The result indicates an increase in the activeness and learning outcomes of students in each learning cycle when compared with the initial condition, for student activity it is evidenced by the number of students who are in the active category. Student learning outcomes has also increased in each cycle, it can be seen from a large number of students who achieved passing grades in cycle I and increasing in cycle II. Keywords :Learning Outcomes, Activeness,Discovery Learning, Monopoly Board Game Abstrak: Penelitian yang dilakukan ini bertujuan untuk meningkatkan keaktifan dan hasil belajar siswa kelas IV SD dengan menerapkan model Discovery Learning yang berbantuan dengan media Monopoly Board Game. Penelitian yang dilakukan adalah Penelitian Tindakan Kelas dan dilaksanakan di SD Negeri Tingkir Tengah 01, dengan subjek penelitian sebanyak 29 siswa. Data penelitian ini didapatkan dengan menggunakan teknik tes yaitu berupa soal dan non tes berupa lembar observasi keaktifan, lembar aktivitas guru dan lembar aktivitas siswa. Hasil penelitian ini menunjukkan adanya peningkatan pada keaktifan dan hasil belajar siswa pada setiap siklusnya jika dibandingkan dengan kondisi awal, untuk keaktifan siswa hal tersebut dibuktikan dengan jumlah siswa yang masuk dalam kategori aktif. Data hasil belajar siswa mengalami peningkatan di setiap siklusnya, hal tersebut dapat dilihat dari banyaknya jumlah siswa yang mendapat nilai tuntas pada siklus I dan meningkat di siklus II. KataKunci: Hasil belajar, Keaktifan, Discovery Learning, Monopoly Board Game
Pengaruh Model Pembelajaran Problem Based Learning dan Problem Solving Dalam Meningkatkan Keaktifan Belajar Peserta Didik Kelas V SD Maria Novita Silalahi; Agustina Tyas Hardini
Journal on Education Vol 6 No 1 (2023): Journal On Education: Volume 6 Nomor 1 Tahun 2023
Publisher : Departement of Mathematics Education

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.31004/joe.v6i1.3603

Abstract

The purpose of this study was to be able to see the effect of using the Problem Based Learning and Problem Solving learning models on the learning activeness of students in thematic content of grade V elementary school. This research is included in the category of Quasi-Experimental research, the population in this study used purposive sampling technique in the experimental group of fifth grade students of SD Randuacir 01 and SD Randuacir 02 as the control group. The data collection technique in this study uses a used test by distributing questionnaires or questionnaires and tests and then the data is analyzed using SPSS Version 29 to be able to determine the effect of the two models, the researcher uses the Model Summary or simple linear regression test, the correlation or relationship value (R) is 0.663 from the output obtained the determinal coefficient (R square) of 0.440. From this explanation, it can be seen that the effect of the independent variable on the dependent variable is 44% and from the results of the research hypothesis shows that the t value is 4.189 and the sig value is 0.001 <0.05. Based on these results it can be concluded that there is a significant difference in learning activeness in the problem-based learning model with those using problem solving, in the problem-based learning model is more effective than using the problem solving learning model. This can be seen from the learning model that uses problem-based learning the highest value is 100 and the smallest is 55, while in the problem solving model the highest value is 95 and the smallest is 50.
Efektivitas Model Two Stay Two Stray (TSTS) dan Jigsaw Terhadap Karakter Tanggung Jawab Siswa Kelas V Pembelajaran PPKn Ria Setianingrum; Agustina Tyas Asri Hardini
DIKDAS MATAPPA: Jurnal Ilmu Pendidikan Dasar Vol 6, No 2 (2023): Juni
Publisher : STKIP Andi Matappa Pangkep

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.31100/dikdas.v6i2.2966

Abstract

Learning in the world of education is expected to have a balance not only emphasizing the cognitive domain and psychomorphic skills but balanced with a positive personality so that students wisely use all their abilities including the values of responsibility. This study aims to determine the effectiveness of the Two Stay Two Stray and Jigsaw cooperative learning models in improving the responsible character of fifth grade students. This type of research is the Quasi Experiment with Pretest-Posttest Control Group Design. The research location was at Gugus Merbabu Elementary School, Semarang Regency. The difference in the average value of the experimental group was 37.47 higher than the control. The frequency of 9% is that the category is visible, 13% is starting to develop and 78% is already entrenched. The results of the research conducted t-test there is a difference from the results of t-count (2-tailed) with a sig value of 0.0045. This means that H0 is rejected and Ha is accepted. Strengthened by the results of the data-test, it can be concluded that the character of responsibility of fifth grade elementary school students using the Two Stay Two Stray learning model is significantly higher than the jigsaw model.
Development of TUACA Flashcard Media (Learning to Read) to Improve the Reading Skills of Grade 1 Elementary School Students Debi Ariska Saputri; Agustina Tyas Asri Hardini
AURELIA: Jurnal Penelitian dan Pengabdian Masyarakat Indonesia Vol 2, No 2 (2023): July 2023
Publisher : CV. Rayyan Dwi Bharata

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.57235/aurelia.v2i2.732

Abstract

The reading ability of class I students at SDN 2 Candisari is still low. Observation results stated that 60% of students still classified as having below average reading skills and lack of use of learning media. The research objective was to develop TUACA flashcard media and test its validation level to improve students' reading skills in grade I. This research used the RD method and the ADDIE development model. The instruments included material and media validation questionnaires, validation of teacher responses, and an initial grade I reading ability test by applying qualitative descriptive analysis techniques in the form of percentages according to eligibility categories. Material validation results obtained a percentage of 75% (high category) and 95.83% (very high category) for media validation. The results of the validation of the class I teacher's response obtained a percentage of 97.32% (very high category). The average result of the analysis of the initial reading ability test before the TUACA flashcard media was applied obtained a percentage of 55% (enough category) and after the application of the media increased to 85% (very high category). Thus the TUACA flashcard media is feasible and can be used to improve the reading skills of grade I SD students.
Efektivitas Model Pembelajaran Discovery Learning Dan Inquiry Learning Terhadap Berpikir Kritis Siswa Kelas V Pada Mata Pelajaran IPA Rachelita Arwani; Agustina Tyas Asri Hardini
Innovative: Journal Of Social Science Research Vol. 3 No. 3 (2023): Innovative: Journal Of Social Science Research
Publisher : Universitas Pahlawan Tuanku Tambusai

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.31004/innovative.v3i3.2231

Abstract

Dalam proses pembelajaran, guru harus mampu mendesain pembelajaran yang mampu mendukung kemampuan berpikir kritis siswa. Salah satunya dengan menerapkan Discovery Learning dan Inquiry Learning. Tujuan penelitan ini adalah untuk mengetahui efektivitas model pembelajaran Discovery Learning dan Inquiry Learning terhadap berpikir kritis siswa kelas V pada mata pelajaran IPA . Jenis penelitian ini adalah quasi experiment dengan desain Pretest – Posttest Group Design. Sampel diambil menggunakan teknik purposive sampling dan dipilih 2 SD yaitu SD Negeri Sumogawe 01 sebagai kelas eksperimen dan SD Negeri Polobogo 02.Teknik pengumpulan data yang digunakan adalah soal tes uraian 10 soal dan observasi. Berdasarkan pada hasil Independent Samples Test menunjukkan bahwa 0,031 < 0,05. Ha diterima dan HO ditolak. Maka dapat disimpulkan bahwa ada perbedaan yang signifikan keterampilan berpikir kritis siswa kelas V pada pembelajaran IPA menggunakan model Discovery Learning dan Inquiry Learning. Kata Kunci Model Pembelajaran Discovery, Model Pembelajran Inkuiri, Berpikir Kritis,, IPA
EVALUASI PROGRAM SISTEM KREDIT SEMESTER DI SMA NEGERI 1 SALATIGA Agustina Tyas Asri Hardini; Bambang Suteng Sulasmono
Kelola: Jurnal Manajemen Pendidikan Vol. 3 No. 2 (2016)
Publisher : Universitas Kristen Satya Wacana

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.24246/j.jk.2016.v3.i2.p246-264

Abstract

This study aimed to evaluate semester credit system program in SMA Negeri 1 Salatiga. This study was as evaluation research by using CIPP models (Context, Input, Process, and Product) along with qualitative descriptive approach. This data collected by interviews, documentations and observation. The data were analyzed by applying Miles and Huberman theory in Sugiyono (2013:95) that consisted of data collection; data reduction; data display; and conclusions. This study use triangulation technique to test the validity of data. The result showed that: 1) SMAN 1 Salatiga Semester Credit System Program implementation in context evaluation based on the needs of learners possess special smart categories; 2) SMAN 1 Salatiga Semester Credit System Program implementation in input evauation include the plan, mechanism implementation, teachers, learners, finance, infrastructure, and schedule are valued as sufficient; 3) SMAN 1 Salatiga Semester Credit System Program implementation in process evaluation have been carried out as planned program although there are still some obstacles, but have been already handled well; 4) SMAN 1 Salatiga Semester Credit System Program implementation in terms of the results were in accordance with the original purpose of the program, that was to facilitate learners with smart category Outstanding in order to complete their high school studies only for 2 years.
Efektivitas Model Pembelajaran Teams Games Tournament dan Numbered Head Together Terhadap Hasil Belajar IPS Siswa Kelas V Sekolah Dasar Beatrix Ela Salu; Agustina Tyas Asri Hardini
Jurnal Educatio FKIP UNMA Vol. 9 No. 3 (2023): July-September
Publisher : Universitas Majalengka

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.31949/educatio.v9i3.5158

Abstract

Penelitian eksperimen kelas V di SD Negeri Kutowinangun 07 Salatiga yang dilatar belakangi berdasarkan hasil observasi dan wawancara terdapat masalah hasil belajar siswa yang rendah pada pelajaran IPS. Hasil belajar siswa kelas V dengan nilai rata-rata PTS kelas A 63,2 sedangkan nilai PTS kelas B 53,6 dengan KKM 65. Guru menggunakan metode konvensional dalam menyampaikan materi. Untuk mengatasi masalah tersebut peneliti menggunakan model pembelajaran Teams Games Tournament dan Numbered Head Together. Metode penelitian ini adalah Penelitian Eksperimen yang dilakukan pada dua kelas dimana setiap kelas mendapat perlakuan yang berbeda. Dikelas eksperimen 1 menggunakan model pembelajaran Numbered Head Together dan kelas eksperimen 2 menggunakan model pembelajaran Teams Games Tournament.  Subjek penelitian dilakukan di kelas V. Kelas A berjumlah 16 siswa dan Kelas B berjumlah 17 siswa. Pengumpulan data dilakukan dengan observasi dan tes hasil belajar. Hasil yang diperoleh: thitung sebesar 2,148 Hasil analisis uji t atau uji beda dengan menggunakan t-test for equality of means dengan Dig.2-tailed kelompok eksperimen maupun kontrol sebesar 0,040. Oleh karena nilai signifikasi 2-tailed kedua kelas lebih < 0,05. Berdasarkan hasil yang telah diperoleh dapat dikatakan bahwa model pembelajaran Teams Games Tournament dan Numbered Head Together dapat dijadikan sebagai salah satu alternatif model pembelajaran yang dapat digunakan untuk meningkatkan hasil belajar siswa di kelas V SD Negeri Kutowinangun 07 Salatiga.
Efektivitas Model Pembelajaran Kooperatif Tipe Jigsaw dan Group Investigation(GI) Terhadap Hasil Belajar PPKn Siswa Kelas V Sekolah Dasar Anastasya Septariani; Agustina Tyas Hardini
Jurnal Ilmiah Wahana Pendidikan Vol 9 No 17 (2023): Jurnal Ilmiah Wahana Pendidikan
Publisher : Peneliti.net

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.5281/zenodo.8283426

Abstract

This study aims to examine the effectiveness of the Jigsaw and Group Investigation type cooperative learning models on the learning outcomes of Civics Theme 9 of grade V elementary school students. Sampling using purposive sample technique with a total of 24 control group students and 24 experimental group students. To determine the difference in the effectiveness of the model, the T test is used in the normality and homogeneity test of the control class and the experimental class is declared normal and equal so that it can be continued for the t test. Based on the results of the t test analysis using the t-test for equality of means with Dig.2-tailed control group and group of 0.019. Because the 2-tailed significance value of both classes is more <0.05, it can be concluded that H0 is rejected and Ha is accepted, which means that the affective domain in using the Group Investigation Type Cooperative learning model and the Jigsaw Type Cooperative learning model is significant in improving learning outcomes while the results of the t-test analysis or the difference test using the t-test for equality of means with Dig.2-tailed experimental group 1 and group 2 amounted to 0.025. Because the 2-tailed significance value of both classes is more <0.05, it can be concluded that H0 is rejected and Ha is accepted, which means that the Group Investigation Type Cooperative learning model and the Jigsaw Type Cooperative learning model are significant in improving learning outcomes. This proves that the jigsaw and Group Inestigation learning models are effective in improving learning outcomes.
PENINGKATAN MINAT DAN KEAKTIFAN BELAJAR PESERTA DIDIK MELALUI PERMAINAN DADU DENGAN MODEL PROBLEM BASED LEARNING KELAS 1 SD Ifma Labaqotul Husna; Agustina Tyas Asri Hardini
eL-Muhbib jurnal pemikiran dan penelitian pendidikan dasar Vol 7 No 2 (2023): Desember
Publisher : Program Studi Pendidikan Guru Madrasah Ibtidaiyah (PGMI)

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.52266/el-muhbib.v7i2.1941

Abstract

Tujuan penelitian ini adalah untuk meningkatkan minat dan keaktifan belajar peserta didik dengan model problem based learning. Jenis penelitian ini adalah penelitian tindakan kelas kolaboratif yang dilakukan dalam 2 siklus dengan mengacu model Kemmis dan Mc. Taggart . Subjek penelitian adalah kelas 1 sebanyak 21 peserta didik. Teknik pengumpulan data menggunakan lembar observasi dan tes tertulis, kemudian dilakukan analisis deskriptif kualitatif dan kuantitatif dari data yang diperoleh. Penerapan model problem based learning pada sebelum dilakukan siklus, bahwa rata-rata minat belajar yang semula 68% kategori sedang dan siklus I masih dalam kategori sedang yaitu 71% kemudian dilanjutkan siklus II adanya peningkatan minat belajar peserta didik dengan rata-rata 82% kategori baik. Sedangkan untuk keaktifan rata-rata kelas pada prasiklus yaitu 67% kategori sedang, pada siklus I menunjukkan 72% dan untuk siklus II mengalami peningkatan dengan rata-rata yaitu 85% kategori sangat baik. Dengan demikian melalui model problem based learning selama pembelajaran melalui permainan dadu terbukti dapat meningkatkan minat dan keaktifan belajar pada pembelajaran matematika peserta didik kelas 1 SD Negeri Kecandran 01
Efektivitas Penggunaan Mind Mapping dan Guide Note Taking Berbantuan Canva terhadap Kreativitas Siswa pada Pembelajaran Pendidikan Pancasila di Kelas IV Sekolah Dasar Shalma Hudi Cahyani; Agustina Tyas Asri Hardini
Journal on Education Vol 6 No 4 (2024): Journal on Education: Volume 6 Nomor 4 Mei-Agustus 2024
Publisher : Departement of Mathematics Education

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.31004/joe.v6i4.5943

Abstract

This research is motivated by the low level of student creativity in learning Pancasila Education in elementary schools. The purpose of this study was to assess the effect of Mind Mapping and Guide Note Taking methods supported by Canva on the creativity of fourth grade students. The research used a type of quasi-experimental research with a nonequivalent control group design. Data were collected using questionnaire technique with 47 students as respondents. The results showed that experimental group 1 had an average pretest score of 62.63 and a posttest score of 70.79; experimental group 2 had an average pretest score of 60.52 and a posttest score of 67.78. Hypothesis testing resulted in a Sig.2 value of 0.034 for both groups. The one-way test indicated that Ho was rejected and Ha was accepted with a significance value of 0.034 divided by 2, resulting in a value of 0.017, which is smaller than 0.05. This indicates that Mind Mapping is better than Guide Note Taking with the help of Canva in improving the creativity of fourth grade students in Pancasila Education.
Co-Authors Adiningsih, Tiana Dwi AGNES KUMBARANINGTYAS Aldo Putra Pratama Anastasya Septariani Andita Putri Surya Antaka Adi, Windu Arinta Mega Fap Arlita Akmal, Arlita Artha Sanjaya, Agustinus Victor Athalia Arnasari Ayu Wijayanti Bagoes Pradana Sapoetra Bambang Suteng Sulasmono Bayu Gunawan BAYU WIDODO Beatrix Ela Salu Betles Natalini C. Relmasira, Stefanus Chanifah, Miftichatun Debi Ariska Saputri Dina Salsabella Utami Dwi Afnan Puji Astuti Dwijayani, Rizki Dyah Anggraini Edy Sispariyanto Elisabet Elisabet, Elisabet Elisabeth, Esra Evangelyne, Gabriella Fiana, Rista Okta Firosalia Kristin frianto, Okta frianto, Okta Galuh Rizki Amalia Gamaliel Septian Airlanda Hanita Yulia Hendika Whesli Heri Muftakim Ifma Labaqotul Husna Indha Yunitasari Indira M. S. Ferdinandus Izzah Millati Karima, Amalia Ilmi Kristina Maharani, Kristina kurniawan, Fefiadi Kusuma, Dani Lanmai, Stefen Res Leni Rahmawati leni rahmawati, leni Maria Kurniawati Maria Novita Silalahi Mariana Valianty Mawardi Mawardi Miftichatun Chanifah Muhammad Khusen Mulyono, Bagus Tri Muslimah, Aisyah Ani Nopitasari, Liya Nova Dwi Setiana Noviyanti Noviyanti Nugrahani, Puspitaningtyas Sari Nugrahwidi, Enggaringtyas Dewi Nur Aini, Afita Nur Aini Nur Hidayah Nur Hidayah Nurwandari, Nurwandari Olifvia Rizky Lestari Parhusip, Yohana Prasetya Pindi Darma Hutama Pratiwi, Avelina Sherin Rachelita Arwani Rahayu, Iin Puji Raminah Raminah Ratriastari, Mareta Relmasira, Stefanus C Relmasira, Stefanus C. Ria Setianingrum Rico Dwi Kristanto Rifky Rifky Rista Okta Fiana Rizki Darmawan Rizky Lestari, Olifvia Sapoetra, Bagoes Pradana Sari, Ayuni Ratna SATRIYAS ILYAS Senja, Puti Alleza Kemuning Shalma Hudi Cahyani Slameto Slameto Stefanus C Relmasira Stefanus Christian Relmasira Stefanus Christian Relmasira, Stefanus Christian Stefanus Cristian relmasira Tri Nugroho Budi Santoso Trimahesri, Inandhi Ullul Fatjar Kharomah Valianty, Mariana Wahyu Purnaningsih Wahyu Windarti Wardani, Paulina Widya Widia Sari, Avita Widia Sari, Avita Y.N. Hidayah Yari Dwikurnaningsih Yhusita Tyas Margaretha Yoni Eka Saputra Yuli Maghfiroh Yunita Ery Setyowati Yunitasari, Indha