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PENGEMBANGAN PERMAINAN EDUKASI MATEMATIKA PADA MATERI PECAHAN SENILAI DI SEKOLAH DASAR Riska Hayati; Dini Ramadhani; Maisarah
Didaktik : Jurnal Ilmiah PGSD STKIP Subang Vol. 11 No. 03 (2025): Volume 11 No. 03 September 2025 In Press
Publisher : STKIP Subang

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.36989/didaktik.v11i03.7906

Abstract

Penelitian ini bertujuan untuk mengembangkan permainan edukasi matematika pada materi pecahan senilai untuk kelas IV Sekolah Dasar dan mengetahui tingkat kelayakan serta kepraktisan media pembelajaran yang dikembangkan. Penelitian ini menggunakan metode Research dan Development dengan model ADDIE yang meliputi tahapan : Analyze, Design, Development, Implementation, serta Evaluation. Subjek penelitian adalah 20 siswa dan 1 guru kelas IV SD Negri 5 Langsa. Data dikumpulkan melalui observsi,wawancara, dan angket validasi serta kepraktisan. Hasil validasi ahli materi mendapati skor 83,63% (sangat valid), ahli media 98% (sangat valid), kepraktisan oleh guru 96,15% dan siswa sebesar 95% (sangat praktis). Dengan demikian, permainan edukasi matematika yang dikembangkan dinilai sangat layak serta sangat praktis diterapkan sebagai media pembelajaran materi pecahan senilai.
THE EFFECTIVENESS OF THE GAMIFICATION-BASED JOYFUL LEARNING APPROACH IN IMPROVING ASMAUL HUSNA UNDERSTANDING Nurun Nisa; Asdiana Asdiana; Maisarah Maisarah
EDURELIGIA: Jurnal Pendidikan Agama Islam Vol 9, No 2 (2025)
Publisher : Nurul Jadid University, Paiton Probolinggo, East Java

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.33650/edureligia.v9i2.12807

Abstract

This study aimed to analyze the effectiveness of gamification-based Joyful Learning in improving the understanding of Asmaul Husna. This study used a quantitative approach with a quasi-experimental design of the non-equivalent control group type. The subjects of the study were 62 grade VII students at one of the Deli Serdang State Junior High Schools which were divided into experimental and control classes. Data were obtained through comprehension tests (pre-test and post-test), motivation questionnaires, and observations. The results showed that the average post-test score of the experimental class (82.3; SD = 6.4) was higher than the control class (74.1; SD = 7.1). The motivation score of students in the experimental class (M = 46.3) was also higher than that of the control class (M = 42.2). Independent t-tests showed significant differences (p < 0.05). These findings proved that gamification-based Joyful Learning was effective in increasing students' understanding and learning motivation. Although limited in the number of samples and time, this study opened up opportunities for the development of gamification in islamic religious education learning.
Pengembangan Media Augmented Reality Pada Materi Mengenal Provinsi di Indonesia Terhadap Minat Belajar Siswa Sekolah Dasar: Penelitian Agnes Masayu; Ronald Fransyaigu; Maisarah
Jurnal Pengabdian Masyarakat dan Riset Pendidikan Vol. 4 No. 4 (2026): Jurnal Pengabdian Masyarakat dan Riset Pendidikan Volume 4 Nomor 4 April - Juni
Publisher : Lembaga Penelitian dan Pengabdian Masyarakat

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.31004/jerkin.v4i4.5564

Abstract

Penelitian ini bertujuan untuk: 1) mengetahui validitas media augmented reality pada materi mengenal provinsi di Indonesia terhadap minat belajar; 2) mengetahui kepraktisan media augmented reality pada materi mengenal provinsi di Indonesia terhadap minat belajar; dan 3) mengetahui keefektivan penggunaan media augmented reality pada materi mengenal provinsi di Indonesia terhadap minat belajar. Metode penelitian yang digunakan adalah Research and Development (R&D) dengan model pengembangan ADDIE (Analysis, Design, Development, Implementation, Evaluation). Subjek penelitian meliputi siswa kelas VI SD Negeri 7 Langsa, validator ahli materi, ahli bahasa, ahli media, serta praktisi pembelajaran. Instrumen penelitian berupa angket minat belajar yang diberikan sebelum dan sesudah pemanfaatan media (pretest dan posttest). Hasil penelitian menunjukkan rata-rata skor pretest minat belajar rata-rata sebesar 24,3 (“Sangat Kurang Efektif”), sedangkan skor posttest minat belajar meningkat menjadi rata-rata 56,1 dari skor maksimal 60 atau setara dengan 93,5% (“Sangat Efektif”), dengan nilai N-Gain 0,88 yang berada pada kategori “tinggi”. Lebih dari 80% peserta didik juga memperoleh skor pada kategori “Sangat Efektif” berdasarkan skala minat belajar. Berdasarkan temuan tersebut, penelitian ini merekomendasikan kepada pendidik maupun peneliti selanjutnya untuk menggunakan serta mengembangkan media augmented reality sesuai kebutuhan dan perkembangan IPTEKS.
PENGARUH MODEL PROBLEM BASED LEARNING (PBL) TERHADAP KEMAMPUAN PEMECAHAN MASALAH MATEMATIS SISWA KELAS IV SEKOLAH DASAR Yati Al-adawiyah Harahap; Dini Ramadhani; Maisarah
Jurnal Tunas Pendidikan Vol. 8 No. 1 (2025): JURNAL TUNAS PENDIDIKAN
Publisher : LPPM Universitas Muhammadiyah Muara Bungo

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.52060/pgsd.v8i1.3692

Abstract

Kemampuan pemecahan masalah matematis sangat penting karena merupakan inti dari pembelajaran matematika. Pada kegiatan sehari-hari, siswa bukan hanya diharuskan menghafal rumus, namun harus juga bisa menerapkan konsep matematika dalam memecahkan situasi nyata, berpikir logis, dan mengambil keputusan yang rasional. Penelitian ini ditujukan dalam mengetahui pengaruh model PBL pada kemampuan pemecahan masalah matematis siswa kelas IV SD. Penelitian menerapkan pendekatan kuantitatif jenis Pre Experimental dengan tipe Intact Group Comparison. Populasi penelitian ini ialah semua siswa kelas IV SDN 1 Langsa sebanyak 80 orang. Yang terdistribusi pada tiga kelas yakni kelas A 30 siswa, kelas B 25 siswa, serta kelas C 25 siswa. Sampel diambil dengan Purposive Sampling. Pengumpulan data melalui tes dan dianalisis dengan analisis deskriptif dan uji t. Pada hasil penelitian, didapati bahwa terdapat pengaruh kemampuan pemecahan masalah matematis siswa. Maka, bisa disimpulkan bahwa penerapan model PBL mempunyai pengaruh pada kemampuan pemecahan masalah matematis siswa kelas IV SDN 1 Langsa, sebagaimana terlihat dari proses pembelajaran serta hasil tes post-test pada kelas eksperimen dan kontrol.
TPACK in Early Childhood Education: A Bibliometric Analysis of Global Research (2017–2025) Maisarah Maisarah; Cyndi Prasetya; Nova Yurika
Jurnal Raudhah Vol 13, No 2 (2025): RAUDHAH
Publisher : Universitas Islam Negeri Sumatera Utara

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.30829/raudhah.v13i2.5206

Abstract

Research on Technological Pedagogical Content Knowledge (TPACK) in early childhood education has grown rapidly along with the increasing integration of technology in learning. However, comprehensive mapping of research trends and themes remains limited. This study aims to conduct a bibliometric analysis of scholarly publications on TPACK in early childhood education. This quantitative study employed a bibliometric approach. The population consisted of all TPACK-related early childhood education articles indexed in Scopus and Google Scholar, with a sample of 312 articles published between 2017 and 2025. Data were collected using documentation sheets and analyzed with VOSviewer software. Bibliometric descriptive analysis and visualization of keyword, author, and citation networks were applied. The findings reveal a significant increase in TPACK-related publications, with dominant themes focusing on teacher competence, digital technology integration, and play-based learning in early childhood settings.
PENGEMBANGAN E-LKPD BERBASIS KETERAMPILAN PROSES SAINS PADA MATERI SISTEM PERNAPASAN MANUSIA DI SEKOLAH DASAR Vena Melinda Sitorus; Dini Ramadhani; Maisarah Maisarah
Jurnal Ilmiah Pendidikan Dasar (JIPDAS) Vol 6 No 1 (2026): Vol. 6 No. 1 Edisi Februari 2026
Publisher : Program Studi Pendidikan Guru Sekolah Dasar Fakultas Pendidikan Ilmu Pengetahuan Sosial dan Bahasa Institut Pendidikan Tapanuli Selatan

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.37081/jipdas.v6i1.4094

Abstract

Pentingnya E-LKPD pada pembelajaran IPAS agar peserta didik lebih memahami dan menerapkan pengetahuan yang telah didapat. Namun, hasil dari SD N Geudubang Jawa hanya menggunakan buku teks saja sehingga bersifat abstrak dan tidak menggunakan unsur-unsur E-LKPD. Penelitian ini memiliki tujuan untuk mengetahui pengembangan, kelayakan, dan kepraktisan E-LKPD berbasis Keterampilan Proses Sains pada materi IPAS di SD Negeri Geudubang Jawa. Penelitian ini dilaksanakan di SD Negeri Geudubang Jawa. Subjek pada penelitian ini yaitu siswa kelas V yang berjumlah 17 orang. Penelitian ini menggunakan jenis penelitian dan pengembangan dengan model ADDIE (analysis, design, development, implementation, evaluation). Instrumen pengumpulan data menggunakan lembar angket validasi dan angket respon. Teknik analisis data yang digunakan dalam penelitian ini adalah kuantitatif. Berdasarkan hasil penelitian ditemukan bahwa (1) E-LKPD berbasis keterampilan proses sains sangat layak untuk digunakan siswa kelas V, dengan rata-rata hasil validasi ahli materi IPA 88,33%, ahli LKPD 97,33%, ahli bahasa 89,09%; (2) E-LKPD berbasis keterampilan proses sains sangat praktis untuk digunakan peserta didik kelas V, dengan rata-rata hasil respon guru 82% dan respon peserta didik 93,07%. Hasil penelitian ini memberikan rekomendasi kepada guru dan peneliti lainnya untuk menggunakan maupun mengembangkan E-LKPD sesuai analisis kebutuhan dan mengikuti perkembangan IPTEKS.
TPACK in Early Childhood Education: A Bibliometric Analysis of Global Research (2017–2025) Maisarah Maisarah; Cyndi Prasetya; Nova Yurika
Jurnal Raudhah Vol 13, No 2 (2025): RAUDHAH
Publisher : Universitas Islam Negeri Sumatera Utara

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.30829/raudhah.v13i2.5206

Abstract

Research on Technological Pedagogical Content Knowledge (TPACK) in early childhood education has grown rapidly along with the increasing integration of technology in learning. However, comprehensive mapping of research trends and themes remains limited. This study aims to conduct a bibliometric analysis of scholarly publications on TPACK in early childhood education. This quantitative study employed a bibliometric approach. The population consisted of all TPACK-related early childhood education articles indexed in Scopus and Google Scholar, with a sample of 312 articles published between 2017 and 2025. Data were collected using documentation sheets and analyzed with VOSviewer software. Bibliometric descriptive analysis and visualization of keyword, author, and citation networks were applied. The findings reveal a significant increase in TPACK-related publications, with dominant themes focusing on teacher competence, digital technology integration, and play-based learning in early childhood settings.
Pengembangan Video Pembelajaran Berbantuan Canva Pada Pelajaran IPAS Kelas IV Di Sekolah Dasar Maisarah; Nuke Safria Yusnita
Madako Elementary School Vol. 3 No. 1 (2024): JUNE
Publisher : Program Studi PGSD Universitas Madako Tolitoli

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.56630/mes.v3i1.222

Abstract

Multimedia is very useful in supporting student learning activation, so in today's era there are many learning platform offerings  in the form of applications that can be used such as Canva. Product development the Canva multimedia to produce learning videos that can make it easier for teachers to convey concepts in science lessons, especially on the unique material of the habits of the community around me and make it easier for students to understand a material, there is the purpose of this research to be carried out. Development research was chosen as this type of research in analyzing the feasibility of using Canva-assisted learning video products developed, with reference to the design of Thiagarajan and Semmel development models known as 4-D models. The study involved linguists, learning material experts, and learning media experts. The results of the study, namely the validity test of material experts, media experts and linguists, obtained an average percentage of final score of 91.24% with very valid criteria. It can be concluded that the development of learning videos is suitable for use in the learning process, so that the results of its development can contribute to helping teachers in presenting learning that stimulates student learning interest.
PENGEMBANGAN MEDIA FLIPBOOK DIGITAL PADA PEMBELAJARAN SASTRA MATERI FABEL KELAS II SEKOLAH DASAR Roma Deswita Devy Purba; Mulyahati, Bunga; Maisarah
Pendas : Jurnal Ilmiah Pendidikan Dasar Vol. 11 No. 03 (2026): Volume 11 Nomor 03, September 2026 Completed
Publisher : Program Studi Pendidikan Guru Sekolah Dasar FKIP Universitas Pasundan

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.23969/jp.v11i03.61608

Abstract

Literature instruction on fables in second-grade elementary school is still dominated by the use of print media, resulting in a lack of variety in instruction and suboptimal use of digital media. Therefore, there is a need for engaging instructional media that are tailored to the characteristics of the students. This study aims to design and develop a digital flipbook as an instructional tool for teaching fables in second-grade elementary school and to determine the feasibility and practicality of the developed media. This study is a research and development (R&D) project using the ADDIE model, which includes the stages of analyze, design, develop, implement, and evaluate. The study was conducted at Langsa Lama Public Elementary School with 19 second-grade students as research subjects. Data collection techniques included interviews, observations, questionnaires, and documentation. The results of this study indicate that the digital flipbook media was developed using the Canva application and supported by the Heyzine platform, integrating text, images, and audio elements tailored to the students’ characteristics. The results of the content and language expert validation achieved a percentage of 97%, categorized as “highly valid,” while the media expert validation achieved a percentage of 86%, also categorized as “highly valid.” The average media suitability percentage was 91.5%, categorized as “highly valid.” The results of the teacher response questionnaire yielded a percentage of 100% in the “very practical” category, and the student response yielded a percentage of 99% in the “very practical” category, resulting in an average practicality percentage of 99.5% in the “very practical” category. Thus, the digital flipbook media developed is deemed highly valid and highly practical, making it suitable for use in teaching fables in second-grade elementary school literature classes.
PENGEMBANGAN INSTRUMEN PENILAIAN MATEMATIKA BERBASIS LITERASI NUMERASI DENGAN PENDEKATAN KONTEKSTUAL KELAS III SD NEGERI 7 LANGSA Anjani, Siti; Febri Rafli, Muhammad; Maisarah
Pendas : Jurnal Ilmiah Pendidikan Dasar Vol. 11 No. 03 (2026): Volume 11 Nomor 03, September 2026 Completed
Publisher : Program Studi Pendidikan Guru Sekolah Dasar FKIP Universitas Pasundan

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.23969/jp.v11i03.61665

Abstract

This study was motivated by the limited availability of mathematics assessment instruments capable of measuring students' numeracy literacy skills through contextual problems. The assessment instruments commonly used in mathematics learning tend to emphasize computational skills and conceptual mastery, providing limited opportunities for students to apply mathematical concepts to real-life situations. Therefore, this study aimed to develop a mathematics assessment instrument based on numeracy literacy using a contextual approach for third-grade elementary school students and to determine its validity and practicality. This research employed the Research and Development (R&D) method using the ADDIE model, which consists of five stages: Analyze, Design, Develop, Implement, and Evaluate. The research subjects included expert validators, a third-grade teacher, and nine third-grade students at SD Negeri 7 Langsa. Data were collected through observations, interviews, validation questionnaires, and response questionnaires from teachers and students. The data were analyzed using descriptive quantitative analysis. The findings revealed that the developed assessment instrument obtained a validity score of 78% from the material expert, categorized as valid, 94% from the evaluation expert, categorized as highly valid, and 100% from the language expert, categorized as highly valid. The practicality test showed a score of 97% based on the teacher's assessment and an average score of 96% based on students' responses, both of which were classified as highly practical. These findings indicate that the mathematics assessment instrument based on numeracy literacy with a contextual approach is valid and highly practical, making it appropriate for use as an alternative assessment instrument in mathematics learning for third-grade elementary school students.