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PENGARUH MODEL PEMBELAJARAN KOOPERATIF TIPE STAD TERHADAP HASIL BELAJAR SISWA MATA PELAJARAN IPS PADA SISWA KELAS V SD NEGERI SUMBERTAMAN 2 KOTA PROBOLINGGO Anugrah, Adetegar Youliyan Primadani; Didit Yulian K; Shofia Hattarina
Sindoro: Cendikia Pendidikan Vol. 3 No. 8 (2024): Sindoro: Cendikia Pendidikan
Publisher : Cahaya Ilmu Bangsa Institute

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.9644/sindoro.v3i8.2526

Abstract

Primadani, Adetegar Youliyan. 2024. Pengaruh Model Pembelajaran Kooperatif Tipe STAD Terhadap Hasil Belajar Siswa Mata Pelajaran IPS Pada Siswa Kelas V di SD Negeri Sumbertaman 2 Kota Probolinggo. Skripsi, Program Studi Pendidikan Guru Sekolah Dasar. Fakultas Keguruan dan Ilmu Pendidikan Universitas Panca Marga Probolingo. Pembimbing (I) Didit Yulian Kasdriyanto, S.Pd.,M.Pd, Pembimbing (II) Shofia Hattarina, S.Pd.,M.Pd.
Pelatihan Pemanfaatan Game Edukasi Berbasis code.org Pada Pembelajaran di SDN Kedungdalem II Faridahtul Jannah; Shofia Hattarina
MENGABDI : Jurnal Hasil Kegiatan Bersama Masyarakat Vol. 1 No. 6 (2023): Desember : MENGABDI : Jurnal Hasil Kegiatan Bersama Masyarakat
Publisher : Asosiasi Riset Ekonomi dan Akuntansi Indonesia

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.61132/mengabdi.v1i6.334

Abstract

Training on the Use of Code.org-based Educational Games in Delivering Material in Schools is a community service activity which aims to improve teachers' skills in using video-based learning media. This activity was carried out at SDN Kedungdalem II, attended by 12 teachers. This abstract explains the reasons for choosing this topic, namely to overcome challenges in delivering material in schools and utilizing the potential of technology in the learning process. The method used is interactive training and direct practice in creating and editing educational games for learning. During the training, teachers were provided with knowledge about code.org-based educational game concepts and technical skills to create interesting and effective educational games. The results of the training show an increase in teacher skills in using code.org-based educational games and more active student participation in learning. Teachers report increased student learning motivation and better understanding of concepts after implementing code.org-based educational games in the classroom. The conclusion from this activity is that this training succeeded in providing significant benefits for teachers and students. Using educational games based on code.org can improve the quality of learning and produce a more interactive learning environment
Development of Smart Board Media Subject Material Predicate Object Description Subject Indonesian Language Class II A SDN Sukabumi II City Probolinggo Yuni Wulandari; Ribut Prastiwi Sriwijayanti; Shofia Hattarina; Didit Yulian Kasdriyanto
International Journal of Educational Research Vol. 2 No. 2 (2025): International Journal of Educational Research
Publisher : Asosiasi Riset Ilmu Pendidikan Indonesia

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.62951/ijer.v2i2.215

Abstract

Class II A teachers rarely utilize learning media in the classroom, relying primarily on textbooks. As a result, students often feel bored and disengaged, making the learning process less interactive and ineffective. This research aims to develop a smart board learning media, assess its validity, and evaluate its effectiveness in teaching subject matter, predicates, objects, and information. This study follows a research and development (R&D) approach using the ADDIE model, which consists of five stages: (1) analysis, (2) design, (3) development, (4) implementation, and (5) evaluation. The research was conducted in Class II A at SDN Sukabumi 2, Probolinggo City. Data collection was carried out through questionnaires distributed to material/content expert validators, media experts, teachers, and students. The results of the product trial indicate that the smart board media received a validity score of 94% from material/content experts and 91% from media experts. These scores fall within the 90–100% range, categorizing the media as highly valid. Field trials further demonstrated its effectiveness, with Class II A teachers rating it at 93% (very effective) and students at 87% (effective). In conclusion, the smart board media serves as an effective teaching aid, enhancing the learning experience for Class II A students at SDN Sukabumi 2. Future research could expand the development of smart board media for broader subject areas, ensuring greater engagement and motivation in the classroom.
Pengembangan Media Diorama Materi Fotosintesis Berbasis Ar Meningkatkan Pemahaman Berfikir Kritis Siswa Dalam Pembelajaran IPAS Kelas IV DI SDN PILANG 1 Devi Puspita; Ludfi Arya Wardana; Shofia Hattarina; Ribut Prastiwi S
Journal Educational Research and Development | E-ISSN : 3063-9158 Vol. 1 No. 3 (2025): Januari - Maret
Publisher : GLOBAL SCIENTS PUBLISHER

Show Abstract | Download Original | Original Source | Check in Google Scholar

Abstract

This research is motivated by teachers at SD Negeri 1 Probolinggo City who are less innovative in learning methods found that students have difficulty in understanding the concept of photosynthesis because the learning methods used are still conventional, relying only on Student Worksheets (LKS) and lectures causing a lack of active participation of students in the learning process and the low critical thinking skills of students. This study aims to develop Augmented Reality (AR) based diorama learning media on photosynthesis material in IPAS subjects to improve understanding and critical thinking skills of grade IV students at SDN Pilang 1 Probolinggo City. This research aims to develop augmented reality-based diorama media on photosynthesis material. The research method used is Research and Development (R&D) with the ADDIE development model which consists of five stages: Analyze, Design, Develop, Implement, and Evaluate. The results showed that AR-based diorama media was effective in improving students' understanding of the photosynthesis process as well as their critical thinking skills. The validation level measured from the material obtained 90.90% while the media obtained 91.66%. Students become more active in learning, easier to understand abstract concepts, and more capable of analyzing and interesting.
The Development of the Role Playing-Make a Match Model to Improve Collaboration Skills of 1st Grade Students with Syllable Material at SDN Tamansari II Diana, Dewi Rafika Nur Diana; Ludfi Arya Wardana; Shofia Hattarina; Sriwijayanti, Ribut Prastiwi
The Future of Education Journal Vol 4 No 3 (2025)
Publisher : Lembaga Penerbitan dan Publikasi Ilmiah Yayasan Pendidikan Tumpuan Bangsa

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.61445/tofedu.v4i3.468

Abstract

This research conducted in grade 1 of SDN Tamansari II, can be analyzed from the teaching and learning activities carried out, namely, lack of collaboration skills, many students tend to divert their gaze or have a low level of focus on the topic being explained, lack of understanding of syllable formation and have not applied the role playing learning model to students. Based on the background that has been explained, the purpose of this study is to develop the Role Playing-Make a Match model to improve the Collaboration Skills of grade 1 students with syllable material at SDN Tamansari II. The use of the role playing-make a match model in the learning process has proven its ability to improve collaboration skills according to its indicators, namely, actively contributing, actively in learning, productive, flexible, responsible, respecting each other. The purpose of this development is to produce a product in the form of a role playing-make a match model guidebook to improve collaboration skills that have been tested for feasibility, practicality, effectiveness based on assessments from material/content experts, learning models, practicality of learning, non-tests of students on indicators of collaboration skills. This study uses a development model using the steps of Borg and Gall with modifications, including: 1) Information collection, 2) Planning, 3) Product development, 4) Expert validation, 5) Field trials, 6) Final product. The instruments used include: validation sheets of material/content experts, learning models, practicality of learning, non-tests of students on indicators of collaboration skills. The results of the validation of material/content experts are ≥ 9. Learning model experts are ≥ 9.7, practicality of learning is 96%, the results of the non-test on the indicators of student collaboration skills are, 8 students often appear on the indicator points and 13 students appear quite often on the indicator points of collaboration skills. Showing that the role playing-make a match model developed is valid and feasible with revision. Based on the results of the study, the development of the role playing-make a match model to improve the collaboration skills of grade 1 students with syllable material has been valid because the percentage exceeds 81% practicality, effectiveness in improving indicators of collaboration skills. Therefore, the learning model is feasible and can be used in the teaching and learning process.
Penerapan Model pembelajaran Quantum Learning Berbantuan Media Komik mini Untuk Meningkatkan Keterampilan Berpikir Kritis Siswa Wulan Agustin, Wulan Agustin; Ludfi Arya Wardana; Shofia Hattarina
SOCIAL PEDAGOGY: Journal of Social Science Education Vol. 6 No. 1 (2025): Social Pedagogy: Journal of Social Science Education
Publisher : Fakultas Tarbiyah dan Ilmu Keguruan Universitas Islam Negeri Jurai Siwo Lampung

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.32332/social-pedagogy.v6n1.10297

Abstract

Studi ini bertujuan untuk menganalisis penerapan dan efektivitas model pembelajaran Quantum Learning yang menggunakan media pembelajaran komik mini dalam meningkatkan kemampuan berpikir kritis siswa kelas IV SD Brumbungan Lor pada mata pelajaran IPAS. Metode yang diterapkan dalam penelitian ini adalah Penelitian Tindakan Kelas (PTK) dengan subjek penelitian sebanyak 17 siswa kelas IV. Peningkatan keterampilan berpikir kritis dalam pembelajaran IPAS dilakukan dengan penerapan model Quantum Learning yang didukung oleh media komik mini. Hasil penelitian menunjukkan adanya perubahan signifikan dalam hasil belajar nilai tes dan nontes siswa. Pembelajaran dengan model Quantum Learning yang didukung media komik mini di kelas IV, yang melibatkan 17 siswa, dilakukan dengan dua siklus. Pada siklus I, 7 dari 17 siswa memiliki rata-rata nilai di bawah 70%, sehingga rata-rata hasil belajar siswa kelas IV mencapai 64,1%. Rata-rata ini meningkat pada siklus II menjadi 80,8%, di mana hasil tersebut sudah memenuhi kriteria ketuntasan belajar. Dalam aspek keterampilan berpikir kritis, persentase peningkatan pada siklus I pertemuan pertama adalah 66,56%, dan pada siklus II meningkat menjadi 83,2%. Temuan ini menunjukkan bahwa penerapan model pembelajaran Quantum Learning dengan media komik mini efektif dalam meningkatkan keterampilan berpikir kritis siswa, sehingga direkomendasikan untuk diimplementasikan sebagai alternatif pembelajaran yang menarik dan memberdayakan kemampuan analitis.
PENERAPAN MODEL PEMBELAJARAN TEAMS GAMES TOURNAMENT DENGAN BANTUAN MEDIA MONOPOLI PINTAR UNTUK MENINGKATKAN HASIL BELAJAR IPAS MATERI “AKU BAGIAN DARI MASYARAKAT” KELAS 3A SD NEGERI GENDING II KABUPATEN PROBOLINGGO M. Syaiful Hilal Muttaqin; Ribut Prastiwi Sriwijayanti; Shofia Hattarina
Pendas : Jurnal Ilmiah Pendidikan Dasar Vol. 10 No. 2 (2025): Volume10 Nomor 2, Juni 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.v10i2.24568

Abstract

Based on the results of initial observations carried out at SD Negeri Gending 2 class 3A, it was found that student learning outcomes in IPAS subjects were still low. This is due to the lack of use of innovative learning models, so many teachers still apply conventional methods. As a result, students are less active and less interested in learning, especially in the material “I am Part of Society,” where the achievement is still below the Minimum Completeness Criteria (KKM). This study aims to find effective solutions in improving student learning outcomes through the application of the Teams Games Tournament (TGT) learning model assisted by Smart Monopoly media. Researchers used a systematic and reflective Classroom Action Research (PTK) method, which was carried out in three stages, namely pre-cycle, cycle 1 and cycle 2. Each cycle includes the stages of planning, implementation, observation, and reflection to find effective solutions to improve student learning outcomes The results showed that after the application of the TGT learning model assisted by Smart Monopoly in cycle II, there was a significant increase in student learning outcomes. The average student score increased from (44%) to (66%) In addition, the number of students who achieved mastery increased to 17 students (94%), while 1 student was still not complete. Thus, cycle II has met the expected completeness criteria. It can be concluded that the application of the TGT learning model assisted by Monopoly Pintar improves student learning outcomes and makes learning more interesting. This research can be developed with broader materials and diverse media to increase learning motivation.
PENERAPAN MODEL PEMBELAJARAN PROBLEM BASED LEARNING (PBL) BERBANTUAN MEDIA TEKA TEKI SILANG (TTS) UNTUK MENINGKATKAN KEMAMPUAN BERPIKIR KRITIS SISWA PADA MATA PELAJARAN IPAS KELAS VI SD NEGERI PAJURANGAN Ajunaida Kurniawati; Ludfi Arya Wardana; Shofia Hattarina
Pendas : Jurnal Ilmiah Pendidikan Dasar Vol. 10 No. 2 (2025): Volume10 Nomor 2, Juni 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.v10i2.24918

Abstract

The objective of this study is to examine the implementation and improvement of students’ critical thinking skills in the IPAS subject through the Problem-Based Learning (PBL) model assisted by crossword puzzle at SD Negeri Pajurangan. This research uses a Classroom Action Research (CAR) method following the Kemmis and McTaggart model, conducted over two cycles. Each cycle consisted of two meetings and followed four stages: planning, action, observation, and reflection. The research subjects were 21 sixth-grade students at SDN Pajurangan, consisting of 7 male students and 14 female students. Data collection techniques included observation, tests, and documentation. The results showed that in Cycle I, only 13 students achieved the minimum mastery criteria, representing 61.90%, with an average score of 67.14. Meanwhile, the average score for critical thinking skills was 48.38. In Cycle II, the number of students who met the criteria increased to 18, or 85.71%, with a class average of 82.61, and the average critical thinking score improved significantly to 80.76. These results indicate an overall improvement in both learning outcomes and critical thinking skills, meeting the classical completeness threshold set by the researcher at 70%.
PENGEMBANGAN MEDIA KOMIK DIGITAL BERBANTUAN FLIPBOOK MATA PELAJARAN PENDIDIKAN PANCASILA MATERI PENERAPAN NILAI-NILAI PANCASILA SISWA KELAS II SDN KLENANG LOR 1 KABUPATEN PROBOLINGGO Faradella Rahmadhini; Didit Yulian Kasdriyanto; Shofia Hattarina
Pendas : Jurnal Ilmiah Pendidikan Dasar Vol. 10 No. 2 (2025): Volume10 Nomor 2, Juni 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.v10i2.25082

Abstract

This study aims to develop Flipbook-assisted digital comic media for the Pancasila Education subject in elementary schools, validated by material and media experts, and assessed through student and teacher response questionnaires. The method used is Research & Development (ADDIE model), consisting of five stages: analysis of learning needs and problems, storyboard design, development of digital comic media using Flipbook, Implementation through trials with second-grade students at SDN Klenang Lor 1, Probolinggo Regency, Evaluation based on validator feedback. The needs analysis revealed that second-grade students struggle to understand abstract concepts and quickly become bored with conventional text- and lecture-based teaching methods. Therefore, there is a need for interactive learning media that suits student characteristics.The developed digital comic media was validated by material experts with an average score of 84.61% and by media experts with a score of 80.88%, both categorized as "very feasible." The research results show that the use of this media can enhance student engagement and help them better understand the values of Pancasila. In conclusion, Flipbook-assisted digital comic media is an innovative and effective solution to support Pancasila Education learning at the elementary level, particularly in helping students understand the material in a more engaging and enjoyable way.
Penerapan PENERAPAN MODEL PEMBELAJARAN KOLABORATIF MENGGUNAKAN MEDIA PAPAN BACA UNTUK MENINGKATKAN MINAT MEMBACA SISWA KELAS 1 MATA PELAJARAN BAHASA INDONESIA DI SDN POHSANGIT KIDUL 1 Dandi Ferdiansyah; Didit Yulian Kasdriyanto; Shofia Hattarina
Pendas : Jurnal Ilmiah Pendidikan Dasar Vol. 10 No. 2 (2025): Volume10 Nomor 2, Juni 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.v10i2.25339

Abstract

This study aims to examine the implementation and effectiveness of collaborative learning models using reading board media to improve reading interest of grade 1 students in Indonesian language subjects. The goal is to create interesting and enjoyable learning and achieve the goals that have been set.This study uses the Classroom Action Research (PTK) method with 28 first-grade students as research subjects. Efforts to increase reading interest are carried out through the implementation of collaborative learning using reading board media. The results of this study showed significant changes in student learning. The implementation of learning using a collaborative learning model using reading board media in class 1 with 28 students was carried out with 2 cycles. Based on the results of cycle I, 12 out of 28 students had an average below 70% so that the average learning outcomes of class 1 students were 69.82% in cycle I. The average increased in cycle II, which was 78.21% where these results had reached the student's learning completion value. In terms of increasing students' interest in reading, the percentage increase in cycle I in the first meeting was 50.8% then in cycle II it increased to 72.1%. The results show that the implementation of a collaborative learning model using reading board media can increase students' interest in reading.