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Pengembangan Media Pembelajaran Smart Apps Creator 3 Berbasis STEAM pada Muatan Matematika Sekolah Dasar Sirait, Eunike; Usman, Herlina; Wardhani, Prayuningtyas Angger
Kognitif: Jurnal Riset HOTS Pendidikan Matematika Vol. 4 No. 1 (2024): January - March 2024
Publisher : Education and Talent Development Center Indonesia (ETDC Indonesia)

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.51574/kognitif.v4i1.1453

Abstract

Penelitian bertujuan untuk melakukan dan mengetahui analisis kebutuhan terkait pengembangan media pembelajaran Smart Apps Creator 3 berbasis STEAM pada muatan matematika sekolah dasar. Penelitian dilatarbelakangi oleh temuan kesulitan guru dan siswa dalam pembelajaran matematika. Penelitian menggunakan metode penelitian dan pengembangan atau R&D (Research and Development) model ADDIE (Analysis, Design, Development, Implementation, Evaluation). Namun, dalam penelitian ini dibatasi hanya pada tahapan awal dalam model ADDIE (Analysis, Design, Development, Implementation, Evaluation), yakni Analysis. Subjek dalam penelitian melibatkan guru dan siswa kelas IV di SDN Kemayoran 13. Teknik pengumpulan data dalam penelitian menggunakan wawancara dan kuesioner. Instrumen dalam penelitian terdiri dari 10 butir pertanyaan wawancara untuk guru dan 10 butir pernyataan kuesioner untuk siswa. Temuan menunjukkan bahwa baik guru maupun siswa kelas IV di SDN Kemayoran 13 mengalami kesulitan dalam pembelajaran matematika dengan beberapa permasalahan seperti penggunaan media pembelajaran yang kurang bervariasi, pemilihan model/pendekatan pembelajaran yang kurang dikuasai, dan penyampaian materi pembelajaran yang kurang maksimal. Hasil penelitian menunjukkan bahwa pengembangan media pembelajaran Smart Apps Creator 3 berbasis STEAM pada muatan matematika untuk siswa sekolah dasar memiliki potensi besar dalam meningkatkan kualitas pembelajaran. Artinya, kebutuhan untuk mengembangkan media pembelajaran Smart Apps Creator 3 berbasis STEAM pada muatan matematika untuk siswa sekolah dasar sangatlah penting. Adanya pengembangan media pembelajaran Smart Apps Creator 3 berbasis STEAM diharapkan memudahkan siswa dalam memahami konsep matematika karena disajikan dalam konteks yang lebih luas dan relavan dalam kehidupan sehari-hari serta membantu meningkatkan keterampilan pemecahan masalah, kreativitas, dan kolaborasi khususnya pada materi pecahan.
Pengembangan Board Game untuk Meningkatkan Minat Belajar Siswa Kelas IV SD Nurfaizah, Nadia; Maksum, Arifin; Wardhani, Prayuningtyas Angger
Jurnal PGSD Vol 14 No 2 (2021)
Publisher : UNIB Press

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.33369/pgsd.14.2.122-132

Abstract

Board games can be used as learning media to help the Civics learning process on the meaning of the relationship between the symbols and the Pancasila precepts in Theme 4 (various jobs). The purpose of this study was to produce game-based learning media in order to increase the learning interest of fourth grade students towards the content of Civics subjects. This research is a development research with a modified ADDIE development model. This development model consists of stages of analysis, design, development, implementation and evaluation. This stage in research and development is carried out until the development stage. The instrument used in this study was a questionnaire to analyze the needs of teachers and students as well as a validation instrument for experts. Data collection techniques using quantitative and qualitative data. The results of the study indicate that the board game media is suitable for use in Civics subjects for grade IV SD with reference to the results of expert validation. The results of media expert validation are 74% or Valid. The results of validation by linguists obtained a percentage of 80% or Valid.
Analisis Kebutuhan Pengembangan Media Game Scratch dengan Pendekatan TPACK pada Muatan IPA Kelas IV SD Ananda Salsabillah Zahra; Herlina Usman; Prayuningtyas Angger Wardhani
Reslaj: Religion Education Social Laa Roiba Journal Vol. 6 No. 6 (2024): RESLAJ: Religion Education Social Laa Roiba Journal
Publisher : Intitut Agama Islam Nasional Laa Roiba Bogor

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.47467/reslaj.v6i6.2478

Abstract

Education is a crucial aspect in the national development based on the values of Pancasila and the 1945 Constitution. The digital era of the 21st century demands the integration of technology in education, one of which is through the TPACK approach that combines technological knowledge, content, and pedagogy. This article explores the need for developing Scratch-based educational games media for science learning in fourth-grade elementary school. Through the research and development (R&D) approach using the ADDIE model, this study aims to evaluate the needs, identify barriers, and provide recommendations for the use of Scratch educational games media in science learning. The survey results show that the majority of students find science learning enjoyable and support the use of instructional media, especially games and animations. However, there is still a need to enhance the use of media in teaching by teachers. By utilizing Scratch-based educational games media, science learning in elementary school can become more interactive, engaging, and effective, preparing students to face educational challenges in the current digital era.
EFIKASI DIRI DAN PEMAHAMAN KONSEP IPA DENGAN HASIL BELAJAR ILMU PENGETAHUAN ALAM SISWA SEKOLAH DASAR NEGERI KOTA BENGKULU Wardhani, Prayuningtyas Angger
Jurnal Pendidikan Dasar Vol. 6 No. 1 (2015): JPD - Jurnal Pendidikan Dasar
Publisher : Pendidikan Dasar - Pascasarjana Universitas Negeri Jakarta

Show Abstract | Download Original | Original Source | Check in Google Scholar | Full PDF (248.448 KB)

Abstract

This study aims to determine: the relationship between self-efficacy and understanding of science concepts to learning outcomes Natural Sciences separately and simultaneously study was conducted in Bengkulu City Elementary School students in 2015 with 32 samples taken using simple random sampling. The technique used to analyze the data is the statistical technique of regression and correlation. The results showed that there was a positive correlation between: (1) efficacy ourselves to learning outcomes Natural Sciences, (2) understanding the concept of Natural Sciences learning outcomes Natural Sciences, (3) self-efficacy and understanding of the concept of Natural Sciences collectively together with the results of study Natural Sciences. Based on the results, it can be concluded understanding of the concept of Sciences Alammemiliki greater contribution to the learning outcomes Natural Sciences compared with self-efficacy. However, self-efficacy and understanding of the concept of Natural Sciences have jointly contributed to the learning outcomes of Natural Sciences. Keywords: Self efficacy, understanding of science concepts, learning outcomes Penelitian ini bertujuan untuk mengetahui: hubungan antara efikasi diri dan pemahaman konsep IPA dengan hasil belajar IPA terpisah dan simultan Penelitian dilakukan pada siswa SDN 5 Kota Bengkulu pada tahun 2015 dengan 32 sampel diambil dengan menggunakan simple random sampling. Teknik yang digunakan untuk menganalisis data adalah teknik statistik regresi dan korelasi. Hasil penelitian menunjukkan bahwa ada korelasi positif antara: (1) efikasi diri dengan hasil belajar IPA, (2) pemahaman konsep IPA dengan hasil belajar IPA, (3) efikasi diri dan pemahaman konsep IPA secara bersama-sama dengan hasil Belajar IPA. Kesimpulandari penelitian ini yaitu pemahaman konsep IPA memiliki kontribusi lebih besar terhadap hasil belajar IPA dibandingkan dengan efikasi diri. Akan tetapi, efikasi diri dan pemahaman konsep IPA memiliki kontribusi secara bersama-sama terhadap hasil belajar IPA. Kata kunci: Efikasi diri, pemahaman konsep IPA, hasil belajar IPA
ANALISIS KEBUTUHAN MEDIA PEMBELAJARAN BUKU INTERAKTIF DALAM MUATAN PEMBELAJARAN SBdP Lalita, Almira Chandra; Usman, Herlina; Wardhani, Prayuningtyas Angger
JURNAL PENELITIAN BIDANG PENDIDIKAN Vol. 30 No. 1 (2024)
Publisher : LPPM Universitas Negeri Medan

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.24114/jpbp.v30i1.56919

Abstract

Seni rupa memiliki peran penting dalam pendidikan sekolah dasar, seni rupa di kenal dengan mata pelajaran SBdP (seni budaya dan prakarya) di sekolah dasar. Fokus utama dalam artikel ini adalah analisis kebutuhan media pembelajaran buku interaktif dalam materi pencampuran warna kelas 3 sekolah dasar. Tujuan penulisan artikel ilmiah ini adalah untuk Mengidentifikasi tingkat pemahaman siswa kelas 3 Sekolah Dasar terhadap konsep pencampuran warna dalam mata pelajaran SBdP serta Menganalisis kebutuhan siswa terhadap media pembelajaran buku interaktif untuk mempelajari konsep pencampuran warna. Analisis kebutuhan ini di lakukan di SDN Petukangan Selatan 05 dengan jumlah siswa kelas 3 SD sebanyak 25 siswa. Metode penelitian yang di gunakan ialah Research and Development (R&D). Instrumen yang digunakan dalam artikel ini adalah angket dan wawancara. Hasil temuan yang di dapat dari angket dan wawancara adalah, siswa kelas 3 masih kurang memahami konsep pencampuran warna, dan dari hasil wawancara yang di lakukan kepada guru kelas menyatakan bahwa materi pencampuran warna di kelas 3 SD tidak di jelaskan begitu mendalam, melainkan hanya sekilas saja, dalam sekali pertemuan, kesimpulannya ialah media pembelajaran buku interaktif ini di perlukan oleh siswa kelas 3 sekolah dasar, untuk memudahkan siswa dalam memahami konsep warna dan pencampuran warna serta dapat meningkatkan kreativitas siswa dalam mewarnai.
STUDI FENOMENOLOGI TENTANG KESULITAN PERKALIAN DAN PEMBAGIAN PADA SISWA KELAS IV SDN JATISAMPURNA X Indira Takiya Rahmayanti; Prayuningtyas Angger Wardhani; Fahrurozi
Pendas : Jurnal Ilmiah Pendidikan Dasar Vol. 10 No. 3 (2025): Volume 10 No3 September, 2025
Publisher : Program Studi Pendidikan Guru Sekolah Dasar FKIP Universitas Pasundan

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.23969/jp.v10i3.28043

Abstract

Difficulties in understanding multiplication and division continue to pose significant challenges in elementary mathematics learning. This issue negatively impacts students’ ability to master more complex material that relies on foundational knowledge of multiplication and division. This study aims to identify the types of difficulties experienced by fourth-grade students at SDN Jatisampurna X and to analyze the contributing factors. A qualitative approach with a phenomenological method was employed. Data were collected through observation, interviews, tests, and documentation. Data validity was ensured through source and technique triangulation. The data were analyzed using Miles and Huberman’s descriptive qualitative model, which includes data reduction, data display, and conclusion drawing. The results showed that only 41% of students met the Minimum Mastery Criteria (KKM). Most students struggled with basic arithmetic concepts, such as memorizing multiplication facts, applying columnar algorithms, and solving word problems. Common errors included reversed operation sequences, incorrect digit placement, and a lack of understanding of the “carrying” process. The contributing factors included weak conceptual understanding, low self-confidence, high dependency on teacher guidance, and insufficient frequency of independent practice. This study reveals technical misconceptions that are often overlooked and highlights the need for contextual and structured learning approaches to improve students’ comprehension.
Dampak Verbal Bullying Terhadap Tingkat Kepercayaan Diri Siswa Kelas Tinggi Sekolah Dasar Saputri, Devinna Andarini; Usman, Herlina; Wardhani, Prayuningtyas Angger
Edukasi: Jurnal Penelitian dan Artikel Pendidikan Vol 16 No 1 (2024)
Publisher : Universitas Muhammadiyah Magelang

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.31603/edukasi.v16i1.11273

Abstract

This study aims to determine the impact of verbal bullying on the level of self-confidence of upper class students at SDN Karet 04 Pagi. This research uses a qualitative case study method to research and understand problems in a limited context. This research uses triangulation to collect data through the process of observation, interviews and documentation. Research data analysis techniques that will be carried out include planning, implementation (data collection), data reduction, data presentation and drawing conclusions. Based on the results of research that has been conducted, the type of bullying that occurs most often is verbal bullying. The types of verbal bullying that are often carried out at SDN Karet 04 Pagi include mocking, insulting and other negative words that are demeaning to other people. The results of the data analysis that has been carried out show that the impact of verbal bullying at SDN Karet 04 Pagi experienced by victims is different for each student at the school.