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EFEKTIVITAS TEAMS GAMES TOURNAMENT DENGAN POWER POINT INTERAKTIF TERHADAP HASIL BELAJAR MATEMATIKA KELAS V SD Candra Tri Utami; Kelana Gusti Arwan Fernando; Asih Mardati
AKSIOMA: Jurnal Program Studi Pendidikan Matematika Vol 12, No 3 (2023)
Publisher : UNIVERSITAS MUHAMMADIYAH METRO

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.24127/ajpm.v12i3.7297

Abstract

Abstrak Tujuan pada penelitian ini yaitu untuk menganalisis keefektivan model pembelajaran kooperatif tipe TGT terhadap hasil belajar siswa. Quasi Experimental Design dipilih sebagai jenis penelitian pada studi ini, dengan populasi berjumlah 124 siswa SD Muhamadiyah Condongcatur. Subjek penelitian ini mengambil 31 siswa kelas 5A sebagai kelas eksperimen dan 31 siswa 5C sebagai kelas kontrol. Teknik sampling yang digunakan yaitu purposive sampling. Instrumen penelitian ini berupa observasi, pemberian soal tes pilihan ganda, dan dokumentasi.  Analisis data yang digunakan pada penelitian ini adalah uji prasyarat dengan rincian yaitu uji normalitas, uji liniearitas, dan uji homogenitas serta uji hipotesis (Uji T).  Hasil penelitian menunjukkan penggunaan model TGT efektif untuk meningkatkan hasil belajar matematika. Hal tersebut terbukti dari hasil uji hipotesis (Uji T) yang menunjukkan nilai mean pada kelas eksperimen lebih besar dari pada kelas kontrol (57,50 > 53,25) dengan nilai standar deviasi (21,78 > 15,06). Selain itu, terdapat perbedaan signifikansi pada nilai kelas eksperimen dan kelas kontrol (Sig. 0,0436 < 0,05). This study aims to determine the effectiveness of the TGT cooperative model on student learning outcomes. The type of this research is a Quasi-Experimental Design with a population of 124 students at SD Muhamadiyah Condongcatur. The subjects of this study took 31 students from class 5A as the experimental class and 31 people from 5C as the control class. The sampling technique used is purposive sampling. The research instruments were in the form of observation, giving multiple-choice test questions, and documentation. Analysis of the data used in this study with a prerequisite test using the normality test, linearity test, and homogeneity test as well as hypothesis testing (T-test). The results showed that the use of the TGT learning model was effective in improving mathematics learning outcomes. This is evident from the results of the hypothesis test (T-test) which shows the mean value in the experimental class is greater than in the control class (57.50 > 53.25) with a standard deviation value (21.78 > 15.06). In addition, there is a significant difference in the values of the experimental class and the control class (Sig. 0.0436 <0.05).
Enhancing Student’s Interest in Learning and Science Problem-Solving Skills through Educational Comics Utami, Candra Tri; Kawuryan, Sekar Purbarini; Astuti, Pratiwi Puji; Sugara, Ujang
MIMBAR PGSD Undiksha Vol. 12 No. 2 (2024): July
Publisher : Universitas Pendidikan Ganesha

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.23887/jjpgsd.v12i2.81205

Abstract

Students still have difficulties in developing their interest in learning and the ability to solve science problems. This has an impact on students having difficulty working in groups, communicating, solving problems, and making decisions as the right solution to a problem. The objectives of this study are (1) to analyze whether there is a difference in learning interest and science problem-solving ability of students who use educational comics and students who do not use educational comics (2) to analyze the influence of educational comics on the increase in learning interest and science problem-solving ability in students. This research is expected to provide data about the use of comics in improving students' problem-solving abilities and interest in learning. This research was carried out with the research subject in the form of 5th grade elementary school students. This study uses a quasi-experimental design with a pretest-posttest control design. The data collection method uses research instruments in the form of questionnaires and tests. The data analysis technique used is quantitative descriptive analysis. Based on the hypothesis test, the independent t-test with a significant level (a) of 0.05 obtained a significance value of 0.000 and the paired sample t-test with a significance level of (a) 0.05 obtained a significance value of 0.000. Thus, it can be concluded that there is a difference in learning interest and science problem-solving ability between students who use educational comics and students who do not use educational comics, educational comics also affect the increase in learning interest and science problem-solving skills of 5th grade elementary school students.
Integrating Local Wisdom in Elementary School to Strengthen Cultural Identity in the Digital Era Wahyudi, Ilham; Herwin, Herwin; Wuryandani, Wuri; Utami, Candra Tri
Jurnal Pemberdayaan Masyarakat Vol 4, No 2 (2025)
Publisher : Yayasan Keluarga Guru Mandiri

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.46843/jpm.v4i2.458

Abstract

Multicultural Indonesia has local wisdom as a marker of national identity, but rapid digitalization—accelerated by the COVID-19 pandemic—has changed students' perceptions, rendering cultural values obsolete. This study describes a strategy for cultural preservation by integrating local wisdom into intra- and extracurricular activities in elementary schools. A qualitative design was implemented through observation, semi-structured interviews, and document analysis. Participants (students, teachers, and principals) were purposively selected in educational units that instill cultural values. Data were analyzed using the Miles, Huberman, and Saldana interactive model (reduction, presentation, and verification) and validated through the triangulation of sources and techniques. These local wisdom-based activities foster students' cultural identity while enhancing cognitive, affective, and psychomotor domains. The implications of these findings include the need for ongoing policy support, targeted teacher training, and the judicious use of technology to maintain cultural content in digital classrooms. The results indicate that schools function as agents of cultural transmission, as local content is integrated into Javanese Language, Fine Arts, and Civic Education subjects. At the same time, Pencak Silat and Karawitan expand their practices into extracurricular areas. These findings underscore the importance of revitalizing local wisdom as a foundation for character education in today's globalized world.
SOSIALISASI DAMPAK PENGGUNAAN BAHASA GAUL PADA KALANGAN PESERTA DIDIK SEKOLAH DASAR Utami, Candra Tri; Julia Anis Handayani; Aan Yuliyanto; Tia Citra Bayuni; Natasya
Jurnal Ilmiah Pendidikan Dasar (JIPDAS) Vol 5 No 4 (2025): Vol. 5 No. 4 Edisi November 2025
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.v5i4.4308

Abstract

Penelitian ini diharapkan dapat memberikan pemahaman yang lebih mendalam mengenai pengaruh penggunahan Bahasa gaul terhadap Kemahiran berbahasa Indonesia yang baik dan formal serta dapat mempertahankan identitas budaya peserta didik. Selain itu, dapat memberikan solusi praktis menggunakan komik edukatif “Si Kodu” yang dapat peserta didik baca sebagai contoh penggunaan bahasa Indonesia yang baku. Berdasarkan hasil pengamatan, (a) sebanyak 38,2% peserta didik yang “selalu” menggunakan bahasa Indonesia baku di sekolah. Selebihnya, peserta hanya sering, bahkan jarang menggunakan Bahasa baku di sekolah, (b) kemampuan mengingat peserta didik masih dalam kategori rendah, hal tersebut dibuktikan karena intensitas membuka buku masih sering dilakukan. Ketika memperagakan, peserta didik masih terbata-bata dan kaku menggunakan Bahasa yang baku, sehingga perlu dilakukan evaluasi berkala
INSERVICE TRAINING DIGITAL COMIC UNTUK MENINGKATKAN KOMPETENSI CALON GURU SEKOLAH DASAR Bayuni, Tia Citra; Barokah, Awalina; Yuliyanto, Aan; Utami, Candra Tri; Handayani, Julia Anis; Malup, M Solih
Journal of Community Empowerment Vol 4, No 3 (2025): Desember
Publisher : Universitas Muhammadiyah Mataram

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.31764/jce.v4i3.36354

Abstract

ABSTRAK                                                                                     Kegiatan Pengabdian kepada Masyarakat (PkM) ini bertujuan untuk meningkatkan kompetensi literasi digital dan kreativitas calon guru Sekolah Dasar (SD) melalui pelatihan Digital Comic sebagai media pembelajaran inovatif. Program ini dilatarbelakangi oleh rendahnya kemampuan mahasiswa calon guru dalam merancang media berbasis teknologi dan mengintegrasikan pendekatan TPACK (Technological Pedagogical Content Knowledge) dalam praktik pembelajaran. Pelaksanaan PkM dilakukan dengan model inservice training yang meliputi lima tahap, yaitu sosialisasi, pelatihan, penerapan teknologi, pendampingan dan evaluasi, serta keberlanjutan melalui pembentukan komunitas kreator. Peserta pelatihan adalah calon guru yang sedang melaksanakan kegiatan Pengenalan Lapangan Persekolah (PLP) sebanyak 12 orang mahasiswa calon guru SD. Hasil kegiatan menunjukkan peningkatan signifikan dalam aspek literasi digital, keterampilan desain media, dan kemampuan pedagogik mahasiswa dalam mengembangkan pembelajaran berbasis teknologi. Mahasiswa juga mampu menghasilkan Digital Comic yang menarik, kontekstual, dan sesuai karakteristik siswa sekolah dasar. Terbentuknya Komunitas Kreator Digital Comic menjadi langkah strategis untuk menjaga keberlanjutan inovasi mahasiswa serta mendukung implementasi kebijakan Kurikulum Merdeka dan capaian Indikator Kinerja Utama (IKU) perguruan tinggi. Dengan demikian, kegiatan ini berkontribusi nyata terhadap penguatan kompetensi calon guru SD dalam menghadapi tantangan transformasi pendidikan di era digital. Kata kunci: comic digital, calon guru SD, literasi digital, TPACK, pelatihan inservice.  ABSTRACTThis Community Service Program (PkM) aims to enhance the digital literacy competencies and creativity of prospective elementary school teachers through training in Digital Comics as an innovative learning medium. The program is motivated by the limited ability of pre-service teachers to design technology-based instructional media and to integrate the Technological Pedagogical Content Knowledge (TPACK) framework into teaching practices. The PkM was implemented using an in-service training model consisting of five stages: socialization, training, technology implementation, mentoring and evaluation, and sustainability through the establishment of a creator community. The participants were 12 prospective elementary school teachers from Universitas Pelita Bangsa who were undertaking the School-Based Teaching Practice Program (Pengenalan Lapangan Persekolah/PLP). The results indicate a significant improvement in participants’ digital literacy, media design skills, and pedagogical competencies in developing technology-enhanced learning. Additionally, the participants successfully produced engaging, contextual Digital Comics aligned with the characteristics of elementary school students. The formation of a Digital Comic Creator Community serves as a strategic step to ensure the sustainability of student innovation while supporting the implementation of the Merdeka Curriculum and the achievement of Higher Education Key Performance Indicators (IKU). Therefore, this program contributes meaningfully to strengthening the competencies of prospective elementary school teachers in addressing the challenges of educational transformation in the digital era. Keywords: digital comic, pre-service elementary teachers, digital literacy, TPACK, inservice training.
DEVELOPMENT OF ANIMATION VIDEOS TO IMPROVE THE ENVIRONMENTALLY CARING CHARACTER OF ELEMENTARY SCHOOL STUDENTS Yuliyanto, Aan; Joyalwi, Amar Jihad; Utami, Candra Tri; Bayuni, Tia Citra; Handayani, Julia Anis
Jurnal Pendidikan Dasar Vol. 16 No. 2 (2025): Jurnal Pendidikan Dasar
Publisher : Pendidikan Dasar - Pascasarjana Universitas Negeri Jakarta

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.21009/jpd.v16i2.60777

Abstract

This study aims to provide an overview of animated videos that can improve the environmental awareness of elementary school students through the development of an animated video framework and a literature review. The instruments used were an elementary school student response questionnaire and an expert validation sheet. This article only discusses the process of developing animated videos and the results of the literature review. Video is an audiovisual medium that combines moving images accompanied by audio with animated characters, which can help students more easily grasp the material so that students will be interested and focused on following the learning process related to environmental care with direct examples on the show. Animated videos are made. Thus, animated videos are considered suitable for improving the environmental awareness character of elementary school students. The findings in this study can be used as a solution that animated videos can provide new experiences, attract students' attention, and make the learning process easier to understand and more meaningful, especially in instilling a character of caring for the environment. The novelty and implications of this research are that animated videos with the theme of caring for the environment using the Animaker application can provide new experiences for students, about the importance of maintaining environmental cleanliness combined with learning videos that attract students' attention so that the learning process is more enjoyable. Animation can also help students remember material from images longer. Displaying images can help students understand the material presented more clearly
Workshop on Enhancing Elementary School Teachers' Competency in Interactive Digital Learning Through The Use of Smartphone-Based Digital Platforms: Workshop Peningkatan Kompetensi Guru Sekolah Dasar dalam Pembelajaran Digital Interaktif melalui Pemanfaatan Platform Digital Berbasis Smartphone Yuliyanto, Aan; Utami, Candra Tri; Bayuni, Tia Citra; Natasya, Natasya; Anis Handayani, Julia; Irene, Rosafina; Dewi, Siti Nurholisoh; Assadam, Muhammad Hilman Falahuddin; Nizwah, Ummu
Bestari: Jurnal Pengabdian Kepada Masyarakat Vol 6 No 1 (2026): Januari 2026
Publisher : Sekolah Tinggi Keguruan dan Ilmu Pendidikan (STKIP) Melawi

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.46368/dpkm.v6i1.4665

Abstract

Abstract This workshop aims to improve the competence of elementary school teachers using digital learning media, in particular, Wordwall, Pickerwhell and Ahaslides. This activity is a Community Service Program of the Elementary School Teacher Education Lecturer Team of Universitas Pelita Bangsa which was carried out online involving 2 Principals, 15 Elementary School Teachers, and 79 Students spread across regions in Indonesia, especially Bekasi, West Java. The workshop was carried out through three stages, namely preparation, material delivery, and evaluation. In the preparation stage, the service team prepared an online workshop by inviting the cooperation of several schools and involving students. In the implementation stage, workshop participants participated in the presentation of theory and practice in the use of digital platforms through Zoom Meetings and then the evaluation was carried out through the help of Google Form after the implementation. The results of the evaluation showed that 82% of participants gave a very useful, solution, and innovative assessment of the implementation of the workshop, while 56.1% of participants rated YouTube as the easiest platform to use, followed by Wordwall at 34.1%. Overall, this workshop received an average satisfaction of 4.88 out of 5. Thus, this digital learning workshop is effective in improving teachers' competence in smartphone-based digital learning. It is hoped that there will be no more limitations for teachers to implement digital learning by utilizing gadgets owned by all groups, namely smartphones. Keywords: Workshop; Digital Learning; Elementary School Teachers; Smartphone Abstrak Workshop ini bertujuan meningkatkan kompetensi Guru SD memanfaatkan media pembelajaran digital, khususnya, Wordwall, Pickerwhell dan Ahaslides. Kegiatan ini merupakan Program Pengabdian Masyarakat Tim Dosen Pendidikan Guru Sekolah Dasar Universitas Pelita Bangsa yang dilaksanakan secara daring dengan melibatkan 2 Kepala Sekolah, 15 Guru SD, dan 79 Mahasiswa yang tersebar di wilayah di Indonesia khususnya Bekasi, Jawa Barat. Workshop dilaksanakan melalui tiga tahapan, yaitu persiapan, penyampaian materi, dan evaluasi. Pada tahap persiapan tim pengabdian mempersiapkan workshop secara daring dengan mengajak kerjasama beberapa sekolah dan melibatkan mahasiswa. Tahap implementasi, peserta workshop mengikuti pemaparan teori dan praktik dalam penggunaan platform digital melalui Zoom Meeting kemudian pada evaluasi dilaksanakan melalui bantuan Google Form usai pelaksanaan. Hasil evaluasi menunjukkan 82% peserta memberikan penilaian sangat Bermanfaat, Solutif, dan Inovatif terhadap pelaksanan workshop, sementara 56,1% peserta menilai YouTube sebagai platform yang paling mudah digunakan dan disusul Wordwall 34,1%. Keseluruhan, workshop ini mendapatkan rata-rata kepuasan 4,88 dari 5. Dengan demikian workshop pembelajaran digital ini efektif meningkatkan kompetensi guru dalam pembelajaran digital berbasis smartphone. Diharapkan tidak ada lagi keterbatasan guru mengimplementasikan pembelajaran digital dengan memanfaatkan gawai yang dimiliki semua kalangan yaitu Smartphone. Kata kunci: Workshop; Pembelajaran Digital;Guru SD; Smartphone