M. Yusuf Setia Wardana, M. Yusuf Setia
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Journal : mimbar sekolah dasar

IMPLEMENTASI MODEL PEMBELAJARAN TWO STAY TWO STRAY DALAM PEMBELAJARAN BERBASIS KEMAMPUAN BERPIKIR KRITIS KELAS V SD Wardana, M. Yusuf Setia; Arumatika, Nindi
Mimbar Sekolah Dasar Vol 4, No 1 (2017)
Publisher : Universitas Pendidikan Indonesia

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.53400/mimbar-sd.v4i1.6140

Abstract

Benefits of mathematics are to equip students with the ability to think logically, analytical, systematically, critically, and creatively, as well as the ability to cooperate. Based on observations in elementary school, there are 40% of students have not reached KKM and students have lack of critical abilities to understand math problems, and they have low activity of the study. One of models that can be applied is Two Stay Two Stray. The study used True Experimental Design with Posttest-Only Control Design. The population in this study was all fifth grade students of SD Negeri Semarang Rejosari 03. Data of critical thinking skills of the students in average on test of critical thinking skills mastery was 3.31 ≥ 2.67, it can be said to have a complete description. The conclusion is a model of Two Stay Two Stray being effective for critical thinking skills and mathematics learning outcomes of fifth grade students in SD Negeri Rejosari 03 Semarang.Keywords: two stay two stray model, critical thinking ability.
Development of Monopoly Media Assisted by QR Code: Cultural Diversity of Java Island in Class IV IPAS Learning Widyaningsih, Wulan Rahmawati; Saputra, Henry Januar; Wardana, M. Yusuf Setia
Mimbar Sekolah Dasar Vol 12, No 4 (2025)
Publisher : Universitas Pendidikan Indonesia

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.53400/mimbar-sd.v12i4.95287

Abstract

Learning media currently plays an important role in making learning activities more active, interesting, and enjoyable, especially when used in elementary schools. However, learning science in grade IV at SDN Jatibarang 03, Semarang City, has limited teaching media because teachers tend to use lecture and discussion methods. As a result, students' motivation and understanding are less than optimal, and learning is less than optimal. This study aims to produce learning media in the form of a QR Code-assisted Monopoly game exploring Java Island for the subject of Science and Mathematics, specifically the material on cultural diversity for fourth grade elementary school students. The research was carried out based on the Research and Development (RD) method. The research design was based on the ADDIE development model, which consists of five tags, namely analysis, design, development, implementation, and evaluation. Validity testing was carried out by subject matter and media experts, while the trial was applied to 20 students and fourth-grade teachers. Studies show that the media obtains a suitability score of 96% from the subject matter and media experts' assessment, with a category of “Very Suitable”. In addition, the results of the teacher and student response questionnaires showed scores of 100% and 99.5% with a rating of “Very Good”. With this in mind, the QR Code-assisted monopoly game exploring Java Island was deemed suitable for use in supporting IPAS learning in grade IV at SDN Jatibarang 03.