Claim Missing Document
Check
Articles

Found 30 Documents
Search

PENGEMBANGAN MEDIA PEMBELAJARAN SMART BOX MATHEMATIC UNTUK MENINGKATKAN MINAT DAN HASIL BELAJAR PESERTA DIDIK KELAS 1 SD Angella Lupita Sandra; Dani Kusuma
Pendas : Jurnal Ilmiah Pendidikan Dasar Vol. 9 No. 04 (2024): Volume 09 No. 04, Desember 2024.
Publisher : Program Studi Pendidikan Guru Sekolah Dasar FKIP Universitas Pasundan

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.23969/jp.v9i04.18014

Abstract

This research aims to develop and determine the effectiveness of the Smart Box Mathematics learning media in mathematics subjects with material on adding numbers 1-10 for grade 1 elementary school. This research uses the Research and Development research method. The subjects in this research were 1st grade elementary school students, totaling 16 students. Data collection techniques use pretest questions, posttest questions, interest questionnaires, student responses and teacher responses. Data was analyzed quantitatively and qualitatively. The research results show that the development of Smart Box Mathematics learning media for grade 1 elementary school students carried out by researchers was declared valid based on the assessment of validators consisting of two experts, namely media experts and learning design experts. Validation carried out by media experts got a percentage of 96%, while validation from learning design experts got a percentage of 97.6%. The research results also show that the Smart Box Mathematic learning media is said to be effective, which can be seen from the increase in learning outcomes before and after using the Smart Box Mathematic learning media with an average pretest score of 54.69 and after learning using the Smart Box Mathematic learning media the average posttest was 76.56. This shows that there is a difference in the average pretest and posttest of 21,875, so it can be said that there has been an increase in student learning outcomes. From the results of distributing interest questionnaires given to students, it can be seen that students have experienced a significant increase in interest in learning mathematics. Thus it can be concluded that the Smart Box Mathematics learning media is declared valid, effective and practical.
EFEKTIVITAS MODEL PEMBELAJARAN PROBLEM BASED LEARNING BERBANTUAN MEDIA MAGIC BOX PADA MATA PELAJARAN IPAS TERHADAP LITERASI SAINS KELAS IV SD Rio Christian Yudha Permana; Dani Kusuma
Pendas : Jurnal Ilmiah Pendidikan Dasar Vol. 9 No. 04 (2024): Volume 09 No. 04, Desember 2024.
Publisher : Program Studi Pendidikan Guru Sekolah Dasar FKIP Universitas Pasundan

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.23969/jp.v9i04.19552

Abstract

Penelitian ini bertujuan untuk mengetahui kualitas dari pembelajaran pada penerapan model pembelajaran Problem Based Learning berbantuan media Magic Box terhadap kemampuan literasi sains peserta didik pada mata pelajaran IPAS. Penelitian ini menggunakan jenis penelitian eksperimen semu dengan desain nonequivalent control group design. Sampel penelitian ini adalah peserta didik kelas IV yang terdapat pada SD Kristen Debora sebagai kelas eksperimen dan SD Negeri 1 Semarang sebagai kelas kontrol. Pengumpulan data dilakukan dengan observasi dan tes kemampuan literasi sains yang telah diuji validitas dan reliabilitasnya. Hasil penelitian menunjukan bahwa, pembelajaran model Problem Based Learning berbantuan media Magic Box memiliki kualitas yang baik. Analisis data menggunakan uji proporsi menunjukan ketuntasan peserta didik dengan kriteria minimum 75 >70% ketuntasan klasikal dilihat dari = 2,92 > = 1,65. Model pembelajaran Problem Based Learning berbantuan media Magic Box berpengaruh tinggi pada literasi sains peserta didik. Proporsi ketuntasan pada kelas eksperimen lebih dari kelas kontrol dengan = 0,25. Analisis pengaruh yang digunakan juga menunjukan rata-rata pretest dan posttest menunjukan kenaikan dengan gain 0,75 > 0,7 kategori tinggi.
Digitalizing School Management: Achieving Excellence through Technology Integration in Primary Schools in Indonesia Herry Sanoto; Dani Kusuma; Mila Chrismawati Paseleng; Nobita Triwijayanti
AL-ISHLAH: Jurnal Pendidikan Vol 17, No 1 (2025): MARCH 2025
Publisher : STAI Hubbulwathan Duri

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.35445/alishlah.v17i1.6341

Abstract

The digitalization of school management represents a transformative shift from manual processes to technology-driven systems. This study examines the impact of school management digitalization on enhancing service quality in excellent schools. A descriptive qualitative research approach was employed. Data were collected using questionnaires, interview guidelines, and observation sheets. Instrument validity and reliability were confirmed through expert judgment. The study involved students, teachers, and parents as research participants. Findings indicate that successful school digitalization requires seamless system integration to optimize adaptation and usage. The digitalization process yielded significant improvements in three key areas: accessibility of information, service efficiency, and program evaluation accuracy. Performance indicators showed a 37% increase in service quality, rising from 40% to 77%, demonstrating substantial enhancements in service speed and effectiveness. The study highlights that the positive outcomes of digitalization stem from the integration and user-friendly design of school management systems. Schools that adopt a well-structured digital framework experience greater efficiency, transparency, and stakeholder satisfaction. Digital transformation in school management leads to improved accessibility, service speed, and program evaluation. The findings underscore the importance of an integrated and user-centric approach to digitalization, ensuring enhanced performance and streamlined school operations. Future research should explore long-term impacts and scalability in diverse educational settings.
Enhancing Critical and Creative Thinking through Research-Based Learning: The CCTRbL Model's Impact on Student Abilities Mawardi Mawardi; Dani Kusuma
AL-ISHLAH: Jurnal Pendidikan Vol 17, No 1 (2025): MARCH 2025
Publisher : STAI Hubbulwathan Duri

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.35445/alishlah.v17i1.5542

Abstract

Developing critical and creative thinking skills is essential for prospective teachers to meet 21st-century education demands. However, these skills remain relatively low among teacher education students. This study investigates how higher education institutions can design learning experiences to foster these competencies, focusing on the Creative and Critical Thinking in Research-based Learning (CCTRbL) model. This study employed an action research approach based on a modified Burn model, comprising five stages: (1) Identifying, (2) Planning, (3) Intervening, (4) Observing, and (5) Reporting. The participants were 27 teacher education students. Data were collected using an integrated critical and creative thinking assessment rubric for evaluating students’ research-based paper tasks. Data analysis utilized categorical descriptive techniques and percentage calculations. The findings indicate that the CCTRbL model effectively enhances students' critical and creative thinking skills, with scores of 68.29 and 65.18, respectively, categorized as high. This suggests that the implemented model positively impacts students' ability to think critically and creatively. The study demonstrates that integrating critical and creative thinking in a research-based learning framework is beneficial for teacher education programs. The findings suggest that the CCTRbL model can be adapted for use at different educational levels with modifications suited to subject-specific requirements. The CCTRbL model is a promising approach to fostering critical and creative thinking skills in teacher education. It is recommended for broader application in primary, secondary, and higher education to enhance students' cognitive abilities and professional competencies.
Enhancing Mathematical Reasoning Skills Through Board Game Media and the Adaptive Problem-Based Learning Model Kriswandani Kriswandani; Dani Kusuma
AL-ISHLAH: Jurnal Pendidikan Vol 17, No 1 (2025): MARCH 2025
Publisher : STAI Hubbulwathan Duri

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.35445/alishlah.v17i1.6340

Abstract

Mathematical reasoning is often underemphasized in basic education due to students’ difficulties in understanding mathematics. This study aims to develop and evaluate the effectiveness of board game media integrated with the Adaptive Problem-Based Learning (APBL) model in enhancing students’ mathematical reasoning skills. A mixed-methods approach was employed using a sequential exploratory design, beginning with qualitative research followed by a quantitative phase. The study was conducted at SD Kristen Satya Wacana (UKSW Laboratory) Salatiga. The developed board game, APBL model, and instructional materials underwent expert validation, yielding very high feasibility ratings of 84%, 95%, and 90%, respectively. The board game was then tested with 30 students, and data were collected through pretests, posttests, and practicality assessments. The implementation results showed a significant improvement in students' mathematical reasoning skills. The average pretest score of 62 increased to 84 in the posttest, reflecting a 35.48% achievement gain. Additionally, teacher and student responses in the practicality test yielded a 92% practicality score, categorized as very high. The findings indicate that integrating board game media with the APBL model effectively enhances mathematical reasoning. The model provides an engaging and structured learning experience that supports higher-order thinking skills while maintaining a practical and enjoyable classroom environment. The study concludes that board game media with the APBL model is highly effective and practical for improving mathematical reasoning. It is recommended for broader application across different education levels and learning contexts to enhance mathematics instruction.
Pengembangan Media KACATUNG (Kartu Cara Hitung) pada Materi Penjumlahan dan Pengurangan Untuk Meningkatkan Pemecahan Masalah Siswa Sekolah Dasar Sifyaninda Belia Putri Dewi; Dani Kusuma
Didaktika: Jurnal Kependidikan Vol. 14 No. 3 Agustus (2025): Didaktika Jurnal Kependidikan
Publisher : South Sulawesi Education Development (SSED)

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.58230/27454312.2330

Abstract

Rendahnya kemampuan pemecahan masalah matematis siswa sekolah dasar, khususnya dalam operasi penjumlahan dan pengurangan, menjadi tantangan dalam proses pembelajaran yang bermakna. Untuk menjawab permasalahan tersebut, penelitian ini bertujuan mengembangkan media pembelajaran inovatif berupa KACATUNG (Kartu Cara Hitung) guna meningkatkan kemampuan pemecahan masalah siswa kelas II SD. Penelitian ini menggunakan metode Research and Development (R&D) dengan model pengembangan ADDIE yang mencakup lima tahap: analisis, desain, pengembangan, implementasi, dan evaluasi. Pada tahap awal, dilakukan identifikasi kebutuhan belajar siswa dan analisis kesesuaian materi dengan Kurikulum Merdeka. Media KACATUNG dikembangkan dan divalidasi oleh ahli materi dan ahli media, kemudian direvisi berdasarkan masukan. Uji coba produk dilakukan pada siswa kelas II SDN Sidorejo Lor 02 Salatiga, menggunakan instrumen angket serta lembar tes pre-test dan post-test. Hasil validasi menunjukkan tingkat kevalidan sangat tinggi: 93,75% (ahli materi) dan 95,8% (ahli media). Uji efektivitas menunjukkan peningkatan signifikan nilai rata-rata siswa dari 61,20 menjadi 85,60, dengan nilai signifikansi uji-t sebesar 0,001 (p < 0,05). Temuan ini menunjukkan bahwa media KACATUNG efektif dalam meningkatkan kemampuan pemecahan masalah siswa sekolah dasar pada materi operasi hitung dasar.
Optimizing School Financial Management through the School Financial Management Information System (SIMKEU-EDU) Herry Sanoto; Dani Kusuma; Nobitha Triwijayanti
KOLOKIUM Jurnal Pendidikan Luar Sekolah Vol 14, No 1 (2026): Kolokium: Publishing April 2026
Publisher : Universitas Negeri Padang

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.24036/kolokium.v14i1.1281

Abstract

This study aims to analyze and optimize school financial management through the implementation of the School Financial Management Information System (SIMKEU-EDU) as a solution to inefficiencies in manual financial administration at SDK Manahan Surakarta. The research employs a mixed-method approach combining qualitative and quantitative analyses. Qualitative data were obtained through observation, interviews, and document analysis using triangulation, while quantitative data were used to measure the validity, effectiveness, and practicality of the system. The qualitative findings reveal that manual financial recording is prone to human error, data duplication, and delays in reporting, making financial monitoring and accountability difficult. In contrast, the SIMKEU-EDU system enables digital recording, automatic transaction tracking, and real-time financial reporting, significantly reducing administrative errors and time inefficiencies. Quantitative analysis demonstrates high system validity with an average score of 92.4%, high effectiveness shown by a 45% reduction in transaction processing time and a 60% increase in reporting accuracy, and strong practicality indicated by 90% user satisfaction among school administrators. The study concludes that SIMKEU-EDU is valid, effective, and practical for optimizing financial management, supporting digital transformation, and improving governance in school administration.
Development of the 'Selangkah Mengelilingi Salatiga' (SEMESTA) Board Game to Improve Fourth-Grade Primary School Students’ Problem-Solving Skills in Plane Geometry Akmal Rizqi Ramadhan; Dani Kusuma
Electronic Journal of Education, Social Economics and Technology Vol 6, No 1 (2025)
Publisher : SAINTIS Publishing

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.33122/ejeset.v6i1.657

Abstract

This study was motivated by the lack of students’ problem-solving abilities in plane geometry and the limited availability of appropriate learning media. These factors contribute to low learning outcomes in problem-solving and minimal student engagement during the learning process. The development of the Selangkah Mengelilingi Salatiga (SEMESTA) board game aims to address these issues. The study was conducted at SDN Tingkir Lor 02 using a Research and Development (RD) method with the ADDIE development model, which consists of five stages: analysis, design, development, implementation, and evaluation. Data collection techniques included observation, interviews, validation questionnaires, response questionnaires, pre-tests, and post-tests. Media validation results reached 94.66%, categorized as “Highly Valid,” and material validation scored 69.33%, categorized as “Valid.” The practicality test results were 98.66% from teachers and 73.79% from students, indicating that the media was “Highly Practical.” A significant improvement in problem-solving ability was observed, as indicated by an N-Gain score of 0.6701, categorizing the media as “Moderately Effective,” with the average pre-test score rising from 42.93 to 78.79 in the post-test. It can be concluded that there is a significant difference between the pre-test and post-test results, and thus, the SEMESTA board game is suitable for use in the learning process.
Development of Pop-up Storybooks Media Building Space to Improve Students’ Understanding of Geometry Concepts in Grade VI Elementary School Nurul Fatimah; Dani Kusuma
Electronic Journal of Education, Social Economics and Technology Vol 6, No 1 (2025)
Publisher : SAINTIS Publishing

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.33122/ejeset.v6i1.845

Abstract

This study aims to determine the process of developing pop-up storybook learning media for spatial figures to improve the understanding of geometry concepts for grade VI elementary school students, to determine the validity of pop-up storybook learning media for spatial figures, to determine the practicality of pop-up storybook learning media for spatial figures, and to determine the effectiveness of pop-up storybook learning media for spatial figures. The research is a Research and Development (RD) type with the ADDIE development model, and the research subjects include grade VI students at Mlilir 02 Elementary School located in RT 02 RW 04 Mlilir Village, Bandungan District, Semarang Regency. The data collection techniques employed in this study included observation, tests, interviews, and questionnaires, which were subsequently analyzed using effectiveness tests and practicality tests. Based on the results of the study, it was found that the results of the N-Gain value test in the table above, it is known that the N-Gain score has an average value (mean) of 0.6020. Thus, it can be concluded that the use of Pop-up Storybook media for spatial structures in improving students' understanding of geometric concepts is quite effective for use in learning.
Development of the Geo-Food Board Game to Improve Geometry Skills Based on Van Hiele’s Levels of Thinking in Fourth Grade Elementary Students Laurencia Lucia Rosok Klau Muti; Dani Kusuma
Electronic Journal of Education, Social Economics and Technology Vol 6, No 1 (2025)
Publisher : SAINTIS Publishing

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.33122/ejeset.v6i1.658

Abstract

The lack of interactive learning media in mathematics education, particularly in geometry, often makes it difficult for students to understand the material and leads to boredom during learning. Therefore, there is a need for game-based media that engages students and encourages active participation in classroom learning. This study aims to examine the development process, validity, effectiveness, and practicality of the "GEO-Food" board game in improving geometry skills based on Van Hiele’s levels of thinking in fourth-grade elementary students. This research is a type of Research and Development (RD) using the ADDIE development model (Analysis, Design, Development, Implementation, Evaluation). Data were collected through expert validation questionnaires, teacher and student response questionnaires, and pre-test and post-test on quadrilateral material. The trial results showed that the media validity score was 100% by media experts and 96% by material experts, both categorized as "very valid." The media was considered moderately effective, with an N-Gain score of 70.73%, and an average score increase from 38.07% (pre-test) to 80.67% (post-test). The practicality of the media was rated at 93% by teachers and 88% by students, both categorized as "very practical." It can be concluded that the "GEO-Food" board game is valid, effective, and practical for improving geometry skills based on Van Hiele’s levels of thinking in fourth-grade elementary students.