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PENGARUH ORGANIZATIONAL LEARNING TERHADAP PEMAHAMAN GURU SEKOLAH INDONESIA DAVAO TENTANG IMPLEMENTASI KURIKULUM MERDEKA Elok Fariha Sari; Prasetyaningtyas, Fitria Dwi; Isdaryanti, Barokah; Irvan, Moh. Farizqo; Wulandari, Dyah Ayu
Joyful Learning Journal Vol. 13 No. 4 (2024): Joyful Learning Journal: Desember 2024
Publisher : Universitas Negeri Semarang

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Abstract

Penelitian ini bertujuan untuk mengkaji pengaruh organizational learning terhadap pemahaman guru Sekolah Indonesia Davao dalam mengimplementasikan Kurikulum Merdeka. Metode ini diterapkan melalui pelatihan terstruktur yang menekankan kolaborasi dan refleksi kolektif. Hasil penelitian menunjukkan bahwa pendekatan organizational learning memiliki dampak positif terhadap pemahaman guru, dengan peningkatan rata-rata pemahaman sebesar 25,33 poin yang termasuk kategori sedang. Uji t-dependen mengungkapkan adanya perbedaan signifikan antara pemahaman guru sebelum dan sesudah pelatihan, menunjukkan efektivitas metode ini. Peningkatan pemahaman tersebut diindikasikan oleh kemampuan guru dalam memahami implementasi Kurikulum Merdeka secara terorganisasi dan terarah. Hal ini mendukung upaya pengembangan kualitas pembelajaran di Sekolah Indonesia luar negeri. Penelitian ini juga menegaskan pentingnya pendekatan yang sistematis dan berbasis organisasi untuk menjawab tantangan penerapan kebijakan pendidikan lintas negara. Sebagai implikasi, penelitian ini membuka peluang eksplorasi lebih lanjut terkait penerapan organizational learning pada ranah keterampilan, tidak hanya terbatas pada pemahaman kognitif. Subjek penelitian yang lebih luas juga diusulkan untuk memperluas generalisasi hasil, khususnya di lingkungan pendidikan multikultural. Temuan ini memberikan kontribusi signifikan dalam menyempurnakan strategi pelatihan guru dan mendukung implementasi Kurikulum Merdeka di berbagai konteks pendidikan global.
Pengembangan E-Komik Berbantuan Heyzine untuk Meningkatkan Hasil Belajar Kelas V Materi Sistem Pencernaan dan Gangguannya Listia, Dian; Prasetyaningtyas, Fitria Dwi
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.v10i1.80801

Abstract

Penelitian ini termasuk dalam kategori penelitian dan pengembangan (R&D) dengan menggunakan model ADDIE. Latar belakang penelitian ini adalah keterbatasan media pembelajaran inovatif yang berdampak pada rendahnya hasil belajar pada materi sistem pencernaan dan gangguannya. Penelitian ini bertujuan menguji validitas dan efektivitas media pembelajaran e-komik dalam meningkatkan hasil belajar murid. Subjek penelitian terdiri atas 30 murid kelas V SD Negeri Pesantren. Teknik pengumpulan data meliputi metode tes dan non-tes, yaitu observasi, wawancara, angket, dan dokumentasi. Hasil penelitian menunjukkan bahwa e-komik yang dikembangkan dinyatakan layak, dengan skor ahli media 80%, ahli materi 80%, tanggapan murid 96,8%, dan tanggapan guru 96,67%. Media juga terbukti efektif meningkatkan hasil belajar, ditunjukkan oleh nilai N-Gain sebesar 0,6999 (kategori sedang). Dengan demikian, e-komik yang dikembangkan layak dan efektif digunakan pada materi sistem pencernaan dan gangguannya. 
Implementasi Teori Behaviorisme Berdasarkan Perspektif “Gema 5S” Untuk Memodifikasi Karakter (Studi Kasus: Siswa Kelas VB SDN Kradenan 01 Kota Pekalongan Sabiily, M. Arsyada; Prasetyaningtyas, Fitria Dwi
Journal of Classroom Action Research Vol. 8 No. 1 (2026): Februari
Publisher : Program Studi Magister Pendidikan IPA, Universitas Mataram

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.29303/jcar.v8i1.13751

Abstract

Abstract: This study aims to describe the effectiveness of the Gema 5S habituation program, consisting of Smile, Greeting, Salute, Politeness, and Courtesy, in shaping polite behavior among elementary school students. A qualitative approach was employed using observation, interviews, and documentation to obtain data on behavioral changes that emerged throughout the habituation process. The findings indicate an improvement in both affective and psychomotor aspects. The affective aspect developed through students’ willingness to use polite language, better emotional control, and growing empathy toward peers. The psychomotor aspect improved through more orderly morning routines, disciplined body posture, and active participation in classroom activities. Teachers played a key role by providing consistent stimuli and reinforcement, allowing habituation to proceed systematically and produce more stable behavioral patterns. Support from the school environment and parents strengthened the internalization of values, enabling students to maintain positive behaviors across various contexts. The study demonstrates that character habituation implemented systematically and repeatedly has a significant impact on the development of polite behavior in elementary school students. Keywords: character, habituation, student behavior, Gema 5S, elementary school. Abstrak: Penelitian ini bertujuan mendeskripsikan efektivitas pembiasaan Gema 5S yang meliputi Senyum, Salam, Sapa, Sopan, dan Santun dalam membentuk perilaku santun siswa sekolah dasar. Pendekatan yang digunakan adalah penelitian kualitatif dengan teknik observasi, wawancara, dan dokumentasi untuk memperoleh data mengenai perubahan perilaku yang muncul selama proses pembiasaan. Hasil penelitian menunjukkan adanya peningkatan perilaku positif pada ranah afektif dan psikomotorik. Ranah afektif berkembang melalui kemauan siswa menggunakan bahasa santun, kemampuan mengendalikan emosi, dan tumbuhnya empati terhadap teman. Ranah psikomotorik meningkat melalui kedisiplinan baris pagi, sikap tubuh yang lebih tertib, dan partisipasi aktif dalam kegiatan kelas. Guru berperan penting sebagai pemberi stimulus dan penguatan yang konsisten sehingga pembiasaan berjalan terarah dan membentuk perilaku yang lebih stabil. Lingkungan sekolah dan dukungan orang tua turut memperkuat proses internalisasi nilai sehingga kebiasaan positif dapat diterapkan secara berkelanjutan. Penelitian ini menunjukkan bahwa pembiasaan karakter yang dilakukan secara sistematis dan berulang berpengaruh signifikan terhadap perkembangan perilaku santun siswa sekolah dasar. Kata kunci: karakter, pembiasaan, perilaku siswa, Gema 5S, sekolah dasar.
Pengaruh Model Problem-Based Learning Berbantuan Permainan Monopoli terhadap Hasil Belajar Siswa Sekolah Dasar pada Materi Keberagaman Budaya Novita, Catrin Erma; Prasetyaningtyas, Fitria Dwi
Jurnal Gentala Pendidikan Dasar Vol. 10 No. 3 (2025): Jurnal Gentala Pendidikan Dasar
Publisher : Department of Primary School Teacher Education, Faculty of Teacher Training and Education, Jambi University

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Abstract

This study was motivated by the low learning outcomes of fourth-grade elementary school students, which were still below the (KKTP). This condition was caused by teachers still using old learning models and media and not yet implementing innovative learning models and media, resulting in learning becoming less interesting and causing boredom among students. This study aims to analyse the effect of implementing the (PBL) model assisted by an educational monopoly game on cultural diversity on student learning outcomes in IPAS learning. This study uses a quantitative approach with an experimental research type and a quasi-experimental design. The research sample consisted of 56 students, with class IVB designated as the experimental class and class IVA designated as the control class. Data collection techniques in this study were carried out through observation, interviews, documentation, and testing. Learning outcome data were analysed using the t-test (independent sample t-test). The results of the analysis showed that tcount > ttable (5.605 > 2.004) with a significance value (0.000 < 0.05), so Ho was rejected and Ha was accepted. It can be concluded that the application of the PBL model supported by media monopoly with cultural diversity has a significant effect on student learning outcomes.
Pengembangan Media Board Game Jelajah Budaya Nusantara untuk Meningkatkan Pemahaman Keanekaragaman Budaya Murid Kelas V SDN Tugurejo 02 Tsania, Jihan Zahra; Prasetyaningtyas, Fitria Dwi
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.v10i1.82786

Abstract

Penelitian ini bertujuan mengembangkan media board game edukasi “Jelajah Budaya Nusantara” serta mengetahui kelayakan, kevalidan, dan keefektifannya dalam meningkatkan pemahaman keanekaragaman budaya murid kelas V SDN Tugurejo 02. Penelitian ini menggunakan metode penelitian dan pengembangan (Research and Development) dengan model ADDIE. Subjek penelitian meliputi uji coba skala kecil sebanyak 7 murid dan skala besar sebanyak 20 murid. Teknik pengumpulan data berupa tes pretest dan posttest, angket validasi ahli media dan ahli materi, serta angket tanggapan guru dan murid. Hasil validasi menunjukkan persentase ahli media sebesar 91% dan ahli materi sebesar 90%. Tanggapan murid memperoleh 92,55% dan tanggapan guru 100%, yang menunjukkan respon sangat positif. Hasil uji keefektifan menunjukkan peningkatan nilai kognitif murid yang signifikan berdasarkan uji t berpasangan dan nilai N-gain sebesar 0,7793 dengan kategori tinggi. Media board game edukasi yang dikembangkan dinyatakan sangat layak, valid, dan efektif digunakan dalam pembelajaran di sekolah dasar.
THE EFFECT OF THE TEAM GAMES TOURNAMENT LEARNING MODEL ASSISTED BY ENGKLEK GAMES ON THE LEARNING OUTCOMES OF ELEMENTARY STUDENT OF CULTURAL HERITAGE MATERIALS Agustina, Melda Dwi; Prasetyaningtyas, Fitria Dwi
Jurnal Ilmiah Pendidikan Citra Bakti Vol. 13 No. 1 (2026): Jurnal Ilmiah Pendidikan Citra Bakti
Publisher : STKIP Citra Bakti

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.38048/jipcb.v13i1.6764

Abstract

The low understanding of the fifth graders of cultural heritage materials is caused by the low interest, motivation, and literacy of students, which has an impact on learning outcomes. Therefore, the purpose of this study is to determine the influence of the Team Games Tournament learning model assisted by “Engklek Games” on the learning outcomes of the fifth graders on cultural heritage materials. This study uses a quasi-experimental research type and a Nonequivalent Control Group Design. The research population amounted to 59 students in the fifth grade including 32 students of SDN Langgenharjo 01 as an experimental class and 27 students of SDN Bakaran Kulon 03 as a control class. Total sampling was used for sampling in this study. Data collection techniques include learning outcome tests and student activity observation sheets, while data analysis uses normality tests, homogeneity tests, t-tests, and n-gain tests. The results of the study showed (sig. 0.000 < 0.05) that the application of the Team Games Tournament learning model assisted by “Engklek Games” had a significant effect on learning outcomes in cultural heritage materials. The average n-gain of the experimental class was 0.7392 > 0.5909 of the control class, which showed that the improvement of learning outcomes was more optimal in the experimental class. In addition, student learning activities are in the very active category. Based on the analysis carried out, the Team Games Tournament learning model assisted by “Engklek Games” has proven to be effective in improving student learning outcomes.
Pengembangan Media Ular Tangga Berbantuan Kartu Komik Materi Bumi untuk Meningkatkan Hasil Belajar Siswa Kelas V Rokhim, An Najmun Nuri; Prasetyaningtyas, Fitria Dwi
FONDATIA Vol 10 No 1 (2026): MARET
Publisher : Pendidikan Guru Madrasah Ibtidaiyah STIT Palapa Nusantara

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.36088/fondatia.v10i1.6079

Abstract

The limited development of game-based IPAS learning media integrated with visual literacy, particularly for earth-related content in elementary schools, forms the main basis of this study, as the abstract nature of earth topics requires concrete visualization to facilitate student understanding. The learning conditions in Grade V IPAS at SDN Podorejo 01 show limited use of interactive media with adequate visual elements, resulting in low student learning outcomes. This study aimed to develop and examine the feasibility and effectiveness of a snakes and ladders game medium supported by comic cards for the earth topic in the chapter “Mengenal Bumi Kita.” The study employed a Research and Development (R&D) approach with the ADDIE model, with product trials involving 6 students in a small-scale trial and 19 students in a large-scale trial. Data were collected through observation, interviews, questionnaires, as well as pretests and posttests, and were analyzed descriptively by calculating the feasibility percentage based on expert validation and the effectiveness response percentage, and quantitatively using paired-sample t-tests and N-Gain calculations. The results show that the developed medium obtained a very high feasibility rating from experts, with a percentage of 94%, and proved effective in improving student learning outcomes, as reflected in significant differences between pretest and posttest scores in both the small-scale trial (sig. = 0.010) and the large-scale trial (sig. = 0.000). The improvement in learning outcomes was further supported by N-Gain values of 0.6755 in the small-scale trial and 0.7192 in the large-scale trial. These findings indicate that the snakes and ladders game medium supported by comic cards contributes to enhancing the quality of IPAS learning and supports the development of innovative and contextual learning media in elementary schools.