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Pengaruh Media Permainan Dakon Berbasis Etnomatematika terhadap Hasil Belajar Operasi Hitung Bilangan Cacah Meliasari, Wa Ode; Wardana, Mahardika Darmawan Kusuma
Emergent: Journal of Educational Discoveries and Lifelong Learning (EJEDL) Vol. 5 No. 3 (2024): March
Publisher : Indonesian Journal Publisher

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.47134/emergent.v3i1.13

Abstract

The research entitled The Effect of Ethnomathematics-Based Dakon Game Media on Learning Outcomes of Counting Whole Number Operations. This study aims to determine the effect of ethnomathematics-based dakon game media on learning outcomes of counting operations on whole numbers of first grade students at SDN Candinegoro. This study uses experimental quantitative research, the design used is Pre-Experimental type One Group Pretest-Posttest Design. The instrument used in this study was the Pretest-Posttest result test. Based on the results of the research conducted, it is known that the calculation results of the t-test are the tcount value of 7.04 with a significant ttable of 5% db=21–1=20 ttable of 1.72472, then the value of tcount> ttable is 7.04> 1.72472 ( H1 is accepted and H0 is rejected), it can be concluded that there is an influence of ethnomathematics-based dakon game media on the learning outcomes of counting operations on whole numbers for the first grade students of SDN Candinegoro.
PENGGUNAAN CANVA SEBAGAI MEDIA INTERAKTIF DALAM MENINGKATKAN KETERAMPILAN BERPIKIR KRITIS PADA PEMBELAJARAN PENDIDIKAN PANCASILA UNTUK SISWA SD KELAS IV Erdyati, Firda; Meliasari, Wa Ode; Damayanti, Maryam Isnaini; Sulistriyaniva, Ratna
Pendas : Jurnal Ilmiah Pendidikan Dasar Vol. 9 No. 2 (2024): Volume 09 No. 2 Juni 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.v9i2.14117

Abstract

The aim of this study is to create and evaluate how Canva, as an interactive media, can help elementary school students (SD) improve their critical thinking skills while learning about Pancasila Education. Canva is a user-friendly graphic design platform designed to present innovative and engaging educational content. The Research and Development (R&D) approach uses the ADDIE model (Analysis, Design, Development, Implementation, Evaluation). Fourth-grade elementary school students in Sidoarjo were the subjects of this research. During the analysis stage, assessments and surveys of teachers and students identified the need for interactive learning media. The design process included creating a prototype of teaching materials using Canva. The development stage consisted of several trials and revisions made by users. Implementation was carried out by integrating Canva-based materials into different learning sessions. Critical thinking skills tests and observations of student behavior during learning were part of the final evaluation.The research results showed that the use of Canva significantly improved students' critical thinking skills, as indicated by better test scores for analysis, synthesis, and evaluation. Students were more active and motivated during the learning process, according to observations. Teachers reported that Canva helped make abstract concepts of Pancasila easier to understand and more engaging. The conclusion of this study suggests that elementary school students can enhance their critical thinking skills by using Canva-based learning media. Further research is needed to test other interactive media applications and to evaluate the long-term impact of using Canva in education.