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PENGARUH PERMAINAN BAKIAK TENDEM UNTUK MENINGKATKAN INTERAKSI SOSIAL DAN KOMUNIKASI VERBAL PADA SISWA BERKEBUTUHAN KHUSUS DI SDN 2 WERUNGOTOK NGANJUK TAHUN PELAJARAN 2022/2023 Warsini; Parji; Muhammad Hanif
Journal of Scientech Research and Development Vol 5 No 1 (2023): JSRD, June 2023
Publisher : Ikatan Dosen Menulis

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.56670/jsrd.v5i1.146

Abstract

Siswa berkebutuhan khusus adalah siswa dengan keterbatasan baik fisik, mental-intelektual, sosial, maupun emosional, yang mempengaruh tumbuh kembang siswa sehingga memiliki perbedaan dengan siswa lainnya. Dalam proses pembelajaran yang berlangsung di sekolah siswa berkebutuhan khusus mengalami kesulitan dalam melakukan interaksi sosial dan komunikasi verbal terhadap teman, guru, warga sekolah. Penelitian ini bertujuan untuk menggambarkan dan menjelaskan permainan bakiak tendem dapat memberikan peningkatan kompetensi interaksi sosial dan komunikasi verbal, untuk menjelaskan ada tidaknya penerapan permainan bakiak tendem terhadap peningkatan komipetensi interaksi sosial dan komunikasi verbal pada siswa berkebutuhan khusus di SDN 2 Werungotok Nganjuk. Metode penelitian yang digunakan yaitu pendekatan kualitatif dengan jenis penelitian tindakan. Teknik pengumpulan data melalui obeservasi, wawancara dan dokumentasi. Teknik analisis data melalui proses reduksi data, penyajian data lalu penarikan kesimpulan. Wawancara dilakukan bersama guru pembimbing khusus dan wali kelas untuk pengambilan data.
PENERAPAN METODE PROBLEM BASED LEARNING UNTUK MENINGKATKAN MINAT DAN HASIL BELAJAR IPS PADA SISWA KELAS IX SMPN 4 KARANG ANYAR TAHUN PELAJARAN 2021/2022 Endah Wahyu Winasih; Parji; Ibadullah Malawi
Journal of Scientech Research and Development Vol 5 No 1 (2023): JSRD, June 2023
Publisher : Ikatan Dosen Menulis

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.56670/jsrd.v5i1.150

Abstract

Penelitian ini bertujuan untuk meningkatkan Minat dan Hasil Belajar Siswa pada Mata Pelajaran IPS di SMPN 4 Karang Anyar Tahun Pelajaran 2021/2022 melalui penerapan Metode Problem Based Learning (PBL). Penelitian ini menggunakan rancangan Penelitian Tindakan Kelas (PTK) dengan dua siklus, di mana setiap siklus terdiri dari dua kali pertemuan. Subjek penelitian ini adalah 30 siswa kelas IX. Metode pengumpulan data yang digunakan dalam penelitian ini meliputi lembar observasi, lembar angket, dan dokumentasi. Teknik analisis data yang digunakan adalah observasi untuk mengamati aktivitas belajar siswa dan guru, tes untuk mengukur hasil belajar siswa, dan dokumentasi. Dari hasil penelitian ini, ditemukan bahwa minat belajar siswa mengalami peningkatan dari 74,00% pada siklus I menjadi 82,2% pada siklus II, sehingga terjadi peningkatan sebesar 8,2%, yang dapat dikategorikan sebagai peningkatan yang sangat kuat. Dengan demikian, dapat disimpulkan bahwa metode Problem Based Learning efektif dalam meningkatkan Minat dan Hasil Belajar Siswa pada Mata Pelajaran IPS bagi siswa kelas IX di SMP Negeri 4 Karang Anyar Tahun Pelajaran 2021/2022.
The Influence of Wordwall-Assisted Problem-Based Learning (PBL) on Electrical Energy Concept Mastery Reviewed from the Prior Knowledge of Fifth-Grade Elementary Students Minarsih; Parji; Marheny Lukitasari
Jurnal Penelitian Pendidikan IPA Vol 12 No 5 (2026)
Publisher : Postgraduate, University of Mataram

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.29303/jppipa.v12i5.14913

Abstract

While Problem-Based Learning (PBL) and Wordwall have been studied individually, empirical research integrating both to address abstract science topics in elementary schools remains limited, leaving a gap in understanding how this combination interacts with students' prior knowledge. This study analyzes the influence of the Wordwall-assisted PBL model on fifth-grade students’ mastery of electrical energy concepts, considering their prior knowledge. A quantitative quasi-experimental design with a posttest-only control group was used, involving a total sample of 33 students (17 in the experimental class and 16 in the control class). Instruments included validated and reliable prior knowledge and concept mastery tests. Two-Way ANOVA results show significant main effects on concept mastery based on the learning model and prior knowledge levels (p < 0.05). The experimental group achieved a notably higher mean score (88.75) compared to the control group (66.50), with the learning model exerting a strong effect size (Partial Eta Squared,  = 0.872) on concept mastery. Crucially, no significant interaction effect was found between the learning model and prior knowledge (p = 0.861), indicating that the Wordwall-assisted PBL model consistently and uniformly enhances learning outcomes for students across all initial ability levels
DEVELOPMENT OF THE HOTS-BASED “PROK-PROK” GAME APPLICAION TO IMPROVE CRITICAL THINKING SKILLS AND SOCIAL STUDIES LEARNING ACHIEVEMENT OF FIFTH-GRADE STUDENTS AT SDN SUKOLILO 01 Ellenna Ayu Maywulandari; Parji; Sudarmiani
International Journal of Social Science, Educational, Economics, Agriculture Research and Technology (IJSET) Vol. 5 No. 9 (2026): AUGUST
Publisher : RADJA PUBLIKA

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

Abstract

The research aims to develop a HOTS-based “Prok-Prok” game application and test its feasibility, effectiveness, and practicality in improving critical thinking skills and social studies learning achievement results of class V SDN Sukolilo 01. The research uses the Research and development method with the ADDIE development model including the stages of analysis, design, development, implementation, and evaluation. Data collection techniques use questionnaires and tests (Pre-test and Post-test), while data analysis techniques use descriptive analysis and the Wilcoxon test. The results of the research are as follows: (1) a HOTS-based “Prok-Prok” game application learning media has been developed which contains the material of the Proclamation of Indonesian Independence to improve critical thinking skills and social studies learning achievement results of class V SDN SUKOLILO 0; (2) the developed learning media is declared valid with an average percentage score of 81.81% from the media aspect while 86.67% from the material expert; (3) the practicality aspect, the media obtained an average percentage score of 85%, which shows that the media is practical to use in the learning process; (4) effectiveness aspect, the results of the Wilcoxon test show the results of the Wicoxon test with an Asymp.Sig. (2-tailed) value of 0.001, which means that Ho is rejected and Ha is accepted. It can be concluded that the HOTS-based “Prok-Prok” game learning media is able to improve critical thinking skills and the learning achievement results of class V Social Studies at SDN Sukolilo 01
The effect of steam learning based on project-based learning (pjbl) assisted by assemblr edu on elementary school students' creative thinking skills Rezki Ungki Yanna Opsari; Parji; Marheny Lukitasari
Premiere Educandum : Jurnal Pendidikan Dasar dan Pembelajaran Vol. 15 No. 1 (2025)
Publisher : Universitas PGRI Madiun

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.25273/pe.v15i1.25370

Abstract

Creative thinking is one of the essential 21st-century skills that should be developed in elementary school students to enhance problem-solving abilities and generate innovative ideas. However, preliminary observations in Grade V of SDN Sugihwaras 2 indicated that students' creative thinking skills were still relatively low. This study aimed to examine the effect of Science, Technology, Engineering, Arts, and Mathematics (STEAM) learning based on Project-Based Learning (PjBL) assisted by Assemblr Edu on students' creative thinking skills. A quantitative pre-experimental method with a One-Group Pretest–Posttest Design was employed. The participants were 20 fifth-grade students selected through purposive sampling. Data were collected using a creative thinking test covering fluency, flexibility, originality, and elaboration. Data were analyzed using descriptive statistics, the Shapiro–Wilk normality test, and the Paired Sample t-test. The findings indicate that STEAM-based Project-Based Learning (PjBL) assisted by Assemblr Edu effectively enhanced elementary school students' creative thinking skills. The integration of project-based activities with immersive augmented reality learning experiences encouraged students to generate original ideas, explore multiple problem-solving strategies, and elaborate their ideas more creatively. These results support the view that authentic, technology-enhanced STEAM learning environments foster higher-order thinking and creativity in elementary education.