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Designing PMRI-Based Learning Materials Using the ADDIE Model to Enhance Conceptual Understanding of π (Pi) in Circle Topics Baalwi, Muhammad Assegaf; Lestari, Wahyu Maulida; Noviyanti, Masyitah
Prisma Sains : Jurnal Pengkajian Ilmu dan Pembelajaran Matematika dan IPA IKIP Mataram Vol. 13 No. 3: July 2025
Publisher : Universitas Pendidikan Mandalika

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.33394/j-ps.v13i3.16443

Abstract

This article is about developing mathematics learning materials related to the Indonesian Realistic Mathematics Education (PMRI) approach for teaching the circle topic, with a focus on enhancing sixth-grade students’ conceptual understanding of π (Pi) at MI Ma’arif Pagerwojo. The development followed the ADDIE instructional design model. The research instruments included expert validation sheets, lesson implementation observation sheets, response questionnaires, and achievement tests. Based on expert validation, two validators rated the teaching module at 95.5% and 92.6%, the student worksheet (LKPD) at 91.6% and 94%, and the learning outcome test at 85% and 90% all falling within the "highly valid" category. Observation results of lesson implementation by both teacher and students yielded scores of 90% and 87.5%, respectively, while teacher and student response questionnaires reached 93.7% and 87%. It shows that the developed learning materials are highly practical. The effectiveness also has been proved, as 80% of students met the minimum mastery criterion (KKM), satisfying the criterion for classical completeness. These findings demonstrate that PMRI-based materials effectively facilitate students’ meaningful understanding of π through contextual learning activities. Moreover, the context of this study focused on developing instructional materials at the primary school level remains underexplored in educational development research. Thus, this study may serve as a reference for broader international mathematics education, particularly since PMRI aligns closely with the principles of Realistic Mathematics Education (RME).
Pengembangan Media Pembelajaran Interaktif Puzzle Digital Materi Lingkaran Kelas VI SD Negeri Bluru Kidul 2 Sidoarjo Lestari, Wahyu Maulida; Salsabila, Aina
Nusantara Educational Review Vol 1 No 1 (2023): Nusantara Educational Review
Publisher : LPPM UNUSIDA

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.55732/ner.v1i1.995

Abstract

Beberapa peserta didik di Indonesia umumnya sudah familiar dengan video pembelajaran dan dapat mengakses fasilitas wifi serta boleh menggunakan telepon genggam di sekolah.  Penelitian   ini   bertujuan untuk mengembangkan media pembelajaran interaktif digital puzzle pada materi lingkaran. Studi ini menggunakan studi kasus pada kelas VI di SD Negeri Bluru Kidul 2, Sidoarjo. Penelitian ini menggunakan metode penelitian ADDIE. Teknik pengumpulan data yang digunakan adalah wawancara dan angket. Instrumen penelitian yang digunakan adalah penilaian dari hasil validasi materi dan hasil validasi media. Adanya angket respon peserta didik dan angket respon guru dapat membantu peneliti untuk mengembangkan media interaktif puzzle digital materi lingkaran kelas VI di sekolah dasar. Pengembangan media interaktif  digital puzzle menggunakan aplikasi powerpoint yang dapat dilihat dari penilaian ahli media dan ahli materi. Penilaian oleh ahli media tahap pertama mendapatkan persentase 75% atau termasuk dalam kategori valid. Penilaian tahap kedua ahli media mendapatkan persentase 86,3% atau termasuk sangat valid. Penilaian ahli materi mendapatkan persentase 85% atau termasuk kategori sangat valid. Kepraktisan media pembelajaran dianalisis kepada respon guru dan respon peserta didik juga menjadi bagian dari penilaian. Penilaian oleh guru kelas mendapatkan   persentase sebesar 79,1% atau tergolong   dalam kategori praktis. Respon peserta didik mendapatkan persentase sebesar 84% atau termasuk dalam kategori sangat baik. Some students in Indonesia are generally familiar with learning videos and can access wifi facilities and are allowed to use cell phones at school. This study aims to develop interactive digital puzzle learning media on circle material. This study uses a case study in class VI at SD Negeri Bluru Kidul 2, Sidoarjo. This study uses the ADDIE research method. Data collection techniques used were interviews and questionnaires. The research instrument used was an assessment of the results of material validation and the results of media validation. The existence of student response questionnaires and teacher response questionnaires can help researchers to develop interactive digital puzzle media for class VI circle material in elementary schools. The development of digital puzzle interactive media uses the PowerPoint application which can be seen from the assessment of media experts and material experts. Assessment by media experts in the first stage gets a percentage of 75%, the valid category. The second stage of assessment by media experts gets a percentage of 86.3%, the very valid. The material expert's assessment gets a percentage of 85%, the very valid. The practicality of learning media was analyzed to the teacher's response and student responses are also part of the assessment. Assessment by the class teacher gets a percentage of 79.1%, the practical. Student responses get a percentage of 84, the very good.
Pengembangan Media Pembelajaran “STAR” Materi Sistem Tata Surya berbasis Construct 2 Pada Mata Pelajaran IPA Kelas VI di Sekolah Dasar Mawaddah, Alfina Rohmah; Lestari, Wahyu Maulida
Nusantara Educational Review Vol 2 No 1 (2024): Nusantara Educational Review
Publisher : LPPM UNUSIDA

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.55732/ner.v1i2.1172

Abstract

Penelitian ini dilatar belakangi dengan peserta didik kelas VI Sekolah Dasar yang masih belum memahami materi sistem tata surya. Pada proses kegiatan belajar mengajar IPA di kelas VI, guru sudah menggunakan media pembelajaran powerpoint. Powerpoint yang digunakan merupakan materi seperti yang ada di buku ajar, kurang adanya modifikasi gambar dan animasi. Adapun tujuan penelitian ini yaitu mengembangkan media pembelajaran, mendeskripsikan kelayakan media pembelajaran dan mendeskripsikan kelayakan media pembelajaran STAR materi sistem tata surya berbasis construct 2 pada mata pelajaran IPA kelas VI di Sekolah Dasar ditinjau dari aspek penilaian respon guru dan peserta didik. Oleh karena itu, dibutuhkan pengembangan media pembelajaran untuk meningkatkan pemahaman peserta didik terhadap materi sistem tata surya. Penelitian ini merupakan penelitian dan pengembangan dengan menggunakan model ADDIE. Data dikumpulkan melalui observasi dan angket validasi ahli materi, ahli media, respon guru, dan respon peserta didik. Teknik analisis data menggunakan data kuantitatif dan data kualitatif. Berdasarkan data kuantitatif diperoleh hasil validasi oleh ahli materi 95%, ahli media 86%, respon guru 95%, dan respon peserta didik 95%. Dengan demikian media pembelajaran STAR berbasis construct 2 pada mata pelajaran IPA materi sistem tata surya kelas VI di Sekolah Dasar dinyatakan sangat layak digunakan dalam pembelajaran. Feasibility of learning media and describing the feasibility of STAR learning media for solar system material based on construct 2 in grade VI science subjects in elementary schools to assess teacher and student responses. Therefore, it is necessary to develop learning media to increase students' understanding of the solar system material. This research is research and development using the ADDIE model. Data was collected through observation and validation questionnaires from material experts, media experts, and teacher and student responses. Data analysis techniques use quantitative data and qualitative data. Based on quantitative data, validation results obtained by material experts were 95%, media experts were 86%, teacher responses were 95%, and student responses were 95%. Thus, the STAR learning media based on construct 2 in the science subject solar system material for class VI in elementary schools is declared very suitable for learning.
PENGARUH TEKNIK CROSS LINE PADA HASIL BELAJAR MATEMATIKA MATERI PERKALIAN KELAS III SDN SUKOREJO Cahyani, Welatika; Lestari, Wahyu Maulida
Jurnal Muassis Pendidikan Dasar Vol. 3 No. 1 (2024): Volume 3 Nomor 1 Januari 2024
Publisher : Primary School Teacher Education, Universitas Nahdlatul Ulama Sidoarjo

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.55732/jmpd.v3i1.153

Abstract

Education can also be said as a process of acquiring knowledge, skills, and habits that will be inherited from one generation to the next. The learning outcomes are changes in someone who learns. Multiplication is also the mathematical operation of scaling one number with another. Multiplication is also repeated addition. The purpose of this study is to describe the effect of the crossline technique on the results of learning mathematics multiplication material for class III SDN Sukorejo. This type of research is a pre-experimental design type of one group pretest- posttest design. The subjects in this study were class III A students with a total of 25 students. The data collection technique used was a test sheet. based on the results of processing and analysis of the data collected in this study, namely the normality results obtained a value of p = 0.044 ≤ 0.05 in the pretest value and p value = 0.053 ≥ 0.05 in the posttest value. This shows that the pretest scores are not normally distributed and the posttest on student multiplication learning outcomes is normally distributed. Then the Wilcoxon test in this study obtained the value of Sig. (2-tailed) = 0.000. Because the sig value is 0.000 ≤ 0.05, it can be concluded that the hypothesis is accepted. Which means that the crossline technique has an effect on the results of learning mathematics multiplication material for class III SDN Sukorejo.
EFEKTIVITAS MODEL PEMBELAJARAN TEAM GAMES TOURNAMENT (TGT) BERBANTUAN MEDIA WORDWALL TERHADAP HASIL BELAJAR SISWA KELAS IV PADA MATA PELAJARAN IPAS Rahman, Putri Aisyah; Baalwi, Muhammad Assegaf; Lestari, Wahyu Maulida
Jurnal Muassis Pendidikan Dasar Vol. 4 No. 1 (2025): Volume 4 Nomor 1 Januari 2025
Publisher : Primary School Teacher Education, Universitas Nahdlatul Ulama Sidoarjo

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.55732/jmpd.v4i1.995

Abstract

Games Tournament) learning model supported by Wordwall media on the learning outcomes of Grade IV students in the IPAS (Science) subject on the topic of energy. This study is a pre-experimental type with a One Group Pretest-Posttest design, where the researcher compares the pretest results (before treatment) with the posttest results (after treatment). Data were collected through tests using test sheets as the main instrument. Data analysis includes validity testing, reliability testing, normality testing, and hypothesis testing using the paired sample t-test, analyzed using IBM SPSS version 22 software. Based on the normality test, it was found that the data is normally distributed; therefore, the hypothesis test used is the paired sample t-test. Based on the paired sample t-test, a sig. (2-tailed) value of 0.000 < 0.05 was obtained, meaning that Ho is rejected and Ha is accepted. Therefore, it can be concluded that the TGT learning model supported by Wordwall media is effective in improving the learning outcomes of Grade IV students in the IPAS subject on energy at SDN Bligo Candi Sidoarjo
Penerapan Model Pembelajaran Kooperatif Tipe Team Games Tournament (TGT) Pada Materi Rasio untuk Meningkatkan Hasil Belajar Siswa Kelas VI-B SDN Balonggabus Nurhaliza, Mardhatilla Najwa; Lestari, Wahyu Maulida; Prayunita, Evi
Journal of Innovative and Creativity Vol. 5 No. 3 (2025)
Publisher : Fakultas Ilmu Pendidikan Universitas Pahlawan Tuanku Tambusai

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.31004/joecy.v5i3.5297

Abstract

Penelitian tindakan kelas ini bertujuan untuk meningkatkan hasil belajar dan keaktifan peserta didik pada materi rasio melalui penerapan model pembelajaran kooperatif tipe Team Games Tournament (TGT) di kelas VI-B SDN Balonggabus. Subjek penelitian terdiri atas 16 peserta didik, dengan rincian 6 laki-laki dan 10 perempuan. Penelitian dilaksanakan dalam dua siklus yang mencakup tahapan perencanaan, pelaksanaan tindakan, observasi, dan refleksi. Data dikumpulkan melalui observasi aktivitas guru dan peserta didik serta tes hasil belajar. Hasil penelitian menunjukkan peningkatan signifikan pada seluruh indikator. Aktivitas guru meningkat dari 91% pada siklus I menjadi 96% pada siklus II, sementara aktivitas peserta didik meningkat dari 55% menjadi 92%. Ketuntasan hasil belajar peserta didik juga mengalami peningkatan dari 50% pada siklus I menjadi 87,5% pada siklus II, melebihi standar ketuntasan klasikal 81%. Peningkatan tersebut menunjukkan bahwa model pembelajaran TGT mampu menciptakan suasana belajar yang aktif, interaktif, dan kompetitif sehingga efektif dalam meningkatkan pemahaman konsep rasio serta motivasi belajar peserta didik. Dengan demikian, model TGT layak dijadikan alternatif strategi pembelajaran matematika di sekolah dasar.
Penerapan Model Pembelajaran Kooperatif Tipe Jigsaw pada Materi Karakteristik 6 Benua untuk Meningkatkan Hasil Belajar Peserta Didik Kelas VI-B SDN Balonggabus Furqoni, Muhammad A'az Ilman; Lestari, Wahyu Maulida; Prayunita, Evi
Journal of Innovative and Creativity Vol. 5 No. 3 (2025)
Publisher : Fakultas Ilmu Pendidikan Universitas Pahlawan Tuanku Tambusai

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.31004/joecy.v5i3.5300

Abstract

Penelitian tindakan kelas ini bertujuan untuk meningkatkan hasil belajar peserta didik pada materi karakteristik enam benua melalui penerapan model pembelajaran kooperatif tipe Jigsaw berbantuan media diorama di kelas VI-B SDN Balonggabus. Penelitian melibatkan 16 peserta didik, terdiri atas 6 laki-laki dan 10 perempuan. Penelitian dilaksanakan dalam dua siklus, masing-masing meliputi tahap perencanaan, pelaksanaan tindakan, observasi, dan refleksi. Data dikumpulkan melalui observasi aktivitas guru dan peserta didik serta tes hasil belajar pada setiap akhir siklus. Hasil penelitian menunjukkan peningkatan signifikan pada seluruh aspek. Aktivitas guru meningkat dari kategori “baik” pada siklus I menjadi “sangat baik” pada siklus II, sedangkan aktivitas peserta didik meningkat dari kategori “cukup” menjadi “sangat baik”. Ketuntasan hasil belajar mengalami peningkatan dari 43% pada kondisi awal menjadi 68% pada siklus I dan mencapai 87% pada siklus II. Model Jigsaw terbukti mendorong kolaborasi, tanggung jawab, dan kemampuan peserta didik untuk saling menjelaskan materi, sementara media diorama membantu memvisualisasikan konsep geografis secara konkret. Dengan demikian, model pembelajaran Jigsaw berbantuan diorama efektif digunakan untuk meningkatkan aktivitas dan hasil belajar peserta didik pada materi karakteristik enam benua.