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Implementasi Deep Learning dalam Pembelajaran Pendidikan Pancasila di Sekolah Dasar Aeni, Kurotul; Witanto, Yuli; Andrijati, Noening; Astuti, Tri; Ratnaningrum, Ika; Widagdo, Arif; Ainun Nisa Mufi Dayanti, Aulli Qzara; Wulandari, Fani Sri
Jurnal Pengabdian kepada Masyarakat Nusantara Vol. 6 No. 4 (2025): Edisi Oktober - Desember
Publisher : Lembaga Dongan Dosen

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.55338/jpkmn.v6i4.7809

Abstract

Pemahaman guru sekolah dasar di kota Tegal masih rendah, khususnya di kecamatan Margadana pada implementasi deep learning dalam pembelajaran pendidikan Pancasila merupakan keprihatinan semua pihak. Penelitian ini bertujuan mendeskripsikan dan menganalisis implementasi deep learning dalam pembelajaran pendidikan Pancasila, kendala dan solusinya. Metode penelitian kualitatif deskriptif. Subjek penelitian guru SD kecamatan Margadana kota Tegal. Teknik pengumpulan data melalui wawancara dengan guru, observasi pada pembelajaran pendidikan Pancasila, dan dokumentasi. Keabsahan data menggunakan triangulasi sumber dan teknik. Analisis data meliputi pengumpulan data, reduksi, penyajian, dan penarikan kesimpulan. Hasil penelitian menunjukkan bahwa implementasi deep learning dalam pembelajaran pendidikan Pancasila dituangkan melalui 1) strategi dan model pembelajaran, seperti model Problem Based Learning/PBL, Project Based Learning/PjBL, Pembelajaran Berbasis Refleksi; 2) pemanfaatan media dan teknologi, seperti Video interaktif tentang sejarah Pancasila; 3) penilaian autentik, seperti portofolio karya siswa, observasi perilaku siswa di sekolah, refleksi diri siswa tentang penerapan nilai Pancasila.
Efektivitas Media Pecahan Berbasis Pengukuran Luas terhadap Motivasi dan Hasil Belajar Siswa Kelas V SD Ramadhani, Niken Aulia; Witanto, Yuli
JIKAP PGSD: Jurnal Ilmiah Ilmu Kependidikan Vol 10, No 1 (2026): Januari (JIKAP PGSD)
Publisher : Universitas Negeri Makassar

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.26858/jkp.v10i1.80752

Abstract

 Penelitian ini bertujuan menganalisis perbedaan motivasi belajar dan hasil belajar peserta didik yang belajar menggunakan media pecahan berbasis pengukuran luas dan media kertas pecahan, serta menguji efektivitasnya. Penelitian menggunakan metode eksperimen semu. Desain penelitian yang digunakan Posttest-Only Control Group Design. Penelitian dilakukan pada siswa kelas V SD Negeri Ranjingan. Sampel penelitian terdiri dari 23 siswa di kelas eksperimen dan 23 siswa di kelas kontrol. Pengumpulan data menggunakan kuesioner motivasi belajar dan tes hasil belajar, kemudian dianalisis menggunakan uji independent sample t-test dan one sample t-test. Hasil penelitian menunjukkan adanya perbedaan signifikan antara kedua kelas. Motivasi belajar pada kelas eksperimen memiliki nilai signifikansi 0,014 (<0,05), sedangkan hasil belajar menunjukkan signifikansi 0,002 (<0,05) dengan rata-rata 76,09 lebih tinggi daripada kelas kontrol 60,43. Uji efektivitas juga memperkuat bahwa media ini memberikan pengaruh terhadap kedua variabel. Dengan demikian, media pecahan berbasis pengukuran luas terbukti efektif dalam meningkatkan motivasi dan hasil belajar siswa kelas V pada materi pecahan.
Pengembangan Media “Koper Hitung” (Kotak Permainan Berhitung) Untuk Meningkatkan Hasil Belajar Matematika Siswa Materi Perkalian dan Pembagian Kelas III SD 3 Menawan Kudus Rizqina, Evamelia; Witanto, Yuli
Journal of Classroom Action Research Vol. 7 No. 4 (2025): November
Publisher : Program Studi Magister Pendidikan IPA, Universitas Mataram

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.29303/jcar.v7i4.11866

Abstract

Penelitian ini dilatarbelakangi oleh kesulitan siswa kelas III SD 3 Menawan Kudus dalam memahami materi perkalian dan Pembagian serta belum tersedianya media pembelajaran yang mendukung. Tujuan penelitian ini adalah untuk mendeskripsikan pengembangan media, menilai kelayakan media, dan mengukur keefektifan media “Koper Hitung” (Kotak Permainan Berhitung). Penelitian ini menggunakan metode Research and Development (RnD) dengan model ADDIE. Subjek penelitian ini adalah siswa kelas III SD 3 Menawan Kudus yang berjumlah 28 orang. Teknik pengumpulan data yang digunakan yaitu tes dan non tes. Media Koper Hitung “Kotak Permainan Berhitung” merupakan media beton yang berbentuk seperti koper yang di dalamnya berisi beberapa elemen hitung untuk membantu meningkatkan hasil belajar siswa terutama dalam perkalian dan Pembagian. Hasil penilaian menunjukkan media sangat layak digunakan, berdasarkan validasi ahli materi (92,86%), ahli media (95,00%), guru (98,60%), dan siswa (98,80%). Uji efektivitas melalui N-Gain menunjukkan peningkatan hasil belajar yang tinggi dan efektif, baik pada kelompok kecil (0,7659) dengan presentase (76,6%) maupun kelompok besar (0,7815) dengan presentase (78,2%). Dengan demikian, penegembangan media “Koper Hitung” (Kotak Permainan Berhitung) berhasil dikembangkan, layak, dan terbukti efektif dalam meningkatkan hasil belajar matematika siswa pada materi perkalian dan Pembagian di kelas III SD 3 Menawan Kudus.
Peningkatan Kompetensi Pedagogi Digital Guru SD melalui Integrasi AI dan Augmented Reality untuk Mendukung Deep Learning di KKG Gugus Diponegoro Kabupaten Semarang Andriani, Aldina Eka; Purwati, Panca Dewi; Witanto, Yuli; Sismulyasih, Nugraheti; Widodo, Susilo Tri; Sulistyorini, Sri
Jurnal SOLMA Vol. 15 No. 1 (2026)
Publisher : Universitas Muhammadiyah Prof. DR. Hamka (UHAMKA Press)

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.22236/solma.v15i1.22282

Abstract

Pendahuluan: Minimnya kompetensi digital pedagogy guru di KKG Gugus Diponegoro mengakibatkan pemanfaatan teknologi dalam pembelajaran belum optimal, meskipun fasilitas sekolah memadai. Studi ini bertujuan untuk meningkatkan pengetahuan dan keterampilan guru dalam menerapkan pembelajaran Deep Learning (Mindful, Meaningful, Joyful Learning) melalui pemanfaatan Artificial Intelligence (Teachy.App) dan Augmented Reality (Assembler Edu). Metode: Sosialisasi, pelatihan teknis, penugasan mandiri, dan evaluasi menggunakan pretest serta postest. Hasil: Adanya peningkatan signifikan pada kompetensi guru. Berdasarkan analisis data, terjadi pergeseran skor drastis dimana sebelum pelatihan 86,67% peserta berada pada kategori "Kurang/Sangat Kurang", namun setelah pelatihan 86,67% peserta mencapai kategori "Cukup", "Baik", atau "Sangat Baik". Luaran kegiatan berupa produk flash card berbasis AR dan desain pembelajaran berbasis AI. Kesimpulan: integrasi AI dan AR efektif meningkatkan digital pedagogy guru dalam menciptakan pembelajaran yang mendalam dan interaktif.
Pengembangan Media Interaktif Kit Berhitung Berbasis Arduino Uno Untuk Meningkatkan Hasil Belajar Siswa Destira, Destira; Witanto, Yuli
Educatio Vol 21 No 1 (2026): Educatio: Jurnal Ilmu Kependidikan
Publisher : Universitas Hamzanwadi

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.29408/edc.v21i1.33664

Abstract

The low learning outcomes of students in mixed arithmetic operations are caused by difficulties in understanding the concepts and sequence of arithmetic operations and the limited use of interactive learning media. Therefore, an interactive learning media in the form of an Arduino Uno-based counting kit was developed as an alternative solution for mathematics learning in elementary schools. This study aims to develop an interactive learning media for the counting kit and test its feasibility and effectiveness in improving the learning outcomes of fifth-grade students at SD Negeri 02 Karanggeneng, Grobogan Regency. The method used by the researcher is Research and Development (R&D) with the ADDIE development model consisting of the stages of analysis, design, development, implementation, and evaluation. The research subjects were 28 fifth-grade students with a saturated sampling technique. Data collection techniques include observation, interviews, questionnaires, and tests, while data analysis was carried out qualitatively and quantitatively through a feasibility test, paired sample t-test, and N-Gain test. The results of the study indicate that the interactive learning media for the Arduino Uno-based counting kit was declared feasible by material experts and media experts. In addition, the use of this media has proven effective in improving student learning outcomes, as indicated by a significant difference between pretest and posttest scores and an increase in the N-Gain score in the moderate category. Thus, the Arduino Uno-based interactive counting kit learning media is feasible and effective for use in mathematics learning on mixed arithmetic operations in elementary schools.
Integrated Volume Card Game Make A Match Learning Model: Improving Motivation of Learning Outcomes of the Concept of Spatial Building Wahyuni, Anggun Tri; Witanto, Yuli
Journal Evaluation in Education (JEE) Vol 6 No 1 (2025): January
Publisher : Cahaya Ilmu Cendekia Publisher

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.37251/jee.v6i1.1385

Abstract

Purpose of the study: This study aims to design, develop, and evaluate the effectiveness of an innovative interactive learning medium, a volume card game integrated with the Make a Match cooperative learning model, to enhance students' conceptual understanding of volume in mathematics. Methodology: Using an ADDIE model (Analysis, Design, Development, Implementation, Evaluation). Data collection tools included pretest-posttest questionnaires, expert validation sheets, and N-Gain analysis to assess the media’s validity and learning effectiveness. Statistical analysis, including the Paired Samples T-Test, was conducted using SPSS software. Main Findings: The findings revealed that the volume card game achieved a high validity score of 91% according to expert evaluations, indicating that it is well-suited for classroom use. Furthermore, the game significantly improved student learning outcomes, as evidenced by the Paired Samples T-Test results (p = 0.000) and an N-Gain score of 0.7575, which falls in the high category. Positive feedback was overwhelming, with 98.6% of students reporting that the game was engaging, enjoyable, and effective in fostering their understanding of volume concepts. Novelty/Originality of this study: This study introduces an innovative combination of interactive learning tools and cooperative learning strategies, addressing the challenges of teaching abstract mathematical concepts. By merging gamification with collaborative learning, the volume card game provides an engaging and practical approach to enhance motivation and deepen conceptual understanding. The novelty of this research lies in its dual focus on integrating educational games with cooperative learning and demonstrating its scalable potential for application in broader mathematical topics and academic contexts.
A Study of Students’ Mathematical Concept Understanding Ability: Learning Anxiety and Independence in Learning Mathematics Muslimah, Rizki Heni; Witanto, Yuli
Journal Evaluation in Education (JEE) Vol 6 No 2 (2025): April
Publisher : Cahaya Ilmu Cendekia Publisher

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.37251/jee.v6i2.1482

Abstract

Purpose of the Study: This study aims to explore fourth-grade students’ understanding of mathematical concepts by examining two psychological and behavioral variables: mathematics anxiety and learning independence. Specifically, the study investigates how these two factors influence students’ abilities to comprehend and apply mathematical concepts in classroom learning. Addressing this issue is essential, as early mathematical understanding serves as a foundation for more complex problem-solving in later education. Methodology: This research employs a qualitative case study approach, with data collected through classroom observations, structured interviews with students and teachers, and analysis of related documents, including student worksheets, math test scores, and teacher reflections. The study utilizes a customized analytical framework based on a modified version of Bloom’s Taxonomy, allowing for a detailed exploration of cognitive understanding, emotional responses, and metacognitive strategies in relation to mathematical learning. Main Findings: Findings indicate that many fourth-grade students experience moderate to high levels of math anxiety, often rooted in negative prior experiences. This anxiety correlates with lower conceptual understanding and reduced classroom performance. Conversely, students who demonstrate high learning independence characterized by initiative, persistence, and self-regulation tend to show greater comprehension and confidence in learning mathematics, even in the face of challenging tasks. Novelty/Originality of this study: The novelty of this study lies in its integrative framework that connects emotional (anxiety), behavioral (independence), and cognitive (conceptual understanding) domains in elementary mathematics education. It also introduces a structured interview instrument designed specifically to uncover students’ internal learning experiences, providing deeper insight into early mathematical development.
Development of Number Puzzles on KPK And FPB Materials to Improve Mathematics Learning Outcomes Susanti, Sukmawati Berlian; Witanto, Yuli
Journal Evaluation in Education (JEE) Vol 6 No 3 (2025): July
Publisher : Cahaya Ilmu Cendekia Publisher

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.37251/jee.v6i3.1754

Abstract

Purpose of the study: The purpose of the study was to test the feasibility and effectiveness of the Number Puzzle media product developed by the researcher, as an innovation in improving math learning outcomes on the material of the Smallest Common Multiple and Greatest Common Factor. Methodology: This research is a Research and Development (R&D) study with qualitative and quantitative approaches. Researchers used simple random sampling. Data sources consisted of primary and secondary. The research data were obtained from test and then non-test techniques, which include interviews, questionnaires, observations, and a combination of all of them. The aspects measured were learning media, learning outcomes, and learning needs of mathematics subjects. Main Findings: The learning environment is less supportive in the use of concrete learning media with student characteristics, so learning is not effective. Many students have difficulty in understanding math concepts. The main problem is that a variety of learning media has not been used, only in the form of teacher books, student books and student worksheets. Novelty/Originality of this study: The novelty of this research is to develop a product in the form of a number puzzle media (puka). The number puzzle media (puka) is designed in the form of a rectangle, with numbers that can be read clearly, the number puzzle media (puka) is designed with the right and harmonious color selection, the number puzzle media (puka) is equipped with QR-Code, so that the learning atmosphere becomes more active, creative, and fun.