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PENGARUH MODEL PEMBELAJARAN INDEX CARD MATCH TERHADAP OPTIMALISASI HASIL BELAJAR MATEMATIKA PADA SISWA KELAS II SD Nabila Yulia Adinda; Jayanti; David Budi Irawan
Pendas : Jurnal Ilmiah Pendidikan Dasar Vol. 10 No. 03 (2025): Volume 10 No. 3 September 2025 In Order
Publisher : Program Studi Pendidikan Guru Sekolah Dasar FKIP Universitas Pasundan

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.23969/jp.v10i03.31534

Abstract

This study aims to determine the effect of the Index Card Match learning model onoptimizing mathematics learning outcomes in the material of whole numbers ofgrade II students of SD Negeri 077 Palembang. The study used a quasi-experimental method with a Non-Equivalent Control Group Design. The researchsample consisted of two classes, namely the experimental class using the IndexCard Match model and the control class using the conventional method. The datacollection instrument was in the form of 10 multiple-choice questions given duringthe pretest and posttest. The results of the analysis showed a significant increasein learning outcomes in the experimental class compared to the control class. Thisis evidenced by the results of the t-test which obtained a significance value (Sig. 2-tailed) < 0.05, which indicates a significant effect of the use of the Index CardMatch model on students&#39; mathematics learning outcomes. This model has beenproven to be able to increase students activeness, motivation, and understandingof the material of whole numbers through interactive matching of question andanswer cards. Thus, the use of the Index Card Match learning model can be analternative effective learning strategy in improving mathematics learning outcomesin elementary schools.
Hubungan Pengetahuan, Sikap, dan Fasilitas dengan Penanganan Sampah Rumah Tangga Jayanti; Rachman, Wa Ode Nova Noviyanti; Abidin, Muh. Sainal
Jurnal Healthy Mandala Waluya Vol. 2 No. 2 (2023): Jurnal Healthy Mandala Waluya
Publisher : Program Studi Sarjana Kesehatan Masyarakat Universitas Mandala Waluya

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.54883/jhmw.v2i2.178

Abstract

Berdasarkan data yang diambil dari tempat pembuangan akhir menunjukkan bahwa jumlah sampah pada tahun 2017 sebanyak 406.22 m3/hari, tahun 2018 sebanyak 380.56 m3/hari dan tahun 2019 sebanyak 450.86 m3/hari. Tujuan penelitian ini untuk mengetahui hubungan pengetahuan, sikap, fasilitas terhadap perilaku penanganan sampah rumah tangga di wilayah pesisir Desa Pencado Kecamatan Taliabu Selatan Kabupaten Pulau Taliabu. Jenis penelitian adalah kuantitatif dengan pendekatan Cross Sectional Study. Populasi dalam penelitian ini sebanyak 290 orang, dan jumlah sampel 74 responden dengan ara Proportional Random Sampling. Data dianalisis dengan menggunakan uji Chi-Square. Hasil penelitian menunjukkan bahwa pengetahuan berhubungan lemah dengan perilaku penanganan sampah diperoleh nilai X2hitung=6,653 > X2tabel (2,706) nilai phi = 0,300, sikap berhubungan sedang dengan perilaku penanganan sampah diperoleh nilai X2 hitung = 13,180 > X2 tabel (2,706) nilai phi 0,422, fasilitas mempunyai hubungan sedang dengan perilaku penanganan sampah, diperoleh nilai X2 hitung = 15,662 > X2 tabel (2,706), nilai phi 0,460. Kesimpulan penelitian ini adalah hubungan, sikap, fasilitas memiliki hubungan dengan perilaku penanganan sampah dan saran penelitian ini adalah melaksa penyuluhan penanganan sampah dan masyarakat perlu meningkatkan kepedulian terhadap sampah.
Sosialisasi Personal Hygiene dan Pencegahan Penyakit Scabies di Pondok Pesantren Abdurrahman Bin’ Auf Kendari Anesta, Resqy Nongri; Bahar, Hartati; Effendy, Devi Savitri; Muchtar, Febriana; Lestari, Hariati; Tosepu, Ramadhan; Haliza, Nur; Marfi, Wa Ode Elsa; Liawati, Leli; Jayanti
Jurnal Pengabdian Masyarakat (JUDIMAS) Vol. 3 No. 2 (2025)
Publisher : Pusat Penelitian dan Pengabdian Masyarakat STIKes Banyuwangi

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.54832/judimas.v3i2.554

Abstract

Scabies is a contagious skin disease caused by infected and easily transmitted Sarcoptes scabiei var hominis mites and often occurs in high-density environments, such as Islamic boarding schools. One of the main causes of scabies is personal hygiene. Personal hygiene, also known as personal hygiene, is maintaining physical and mental cleanliness and health. Low knowledge and awareness of personal hygiene among students can increase the risk of this disease. The purpose of the counseling activity is to increase knowledge about personal hygiene and scabies among students at the Abdurrahman bin 'Auf Kendari Islamic boarding school. The method used is lectures and educational games using true and false boxes and mystery boxes. The number of participants in this education was 53 students. The results of the socialization showed that there was a difference in average knowledge before and after being given education with a statistical test using the Paired t-test. So it can be concluded that socialization of personal hygiene and scabies can increase student knowledge.
PENGEMBANGAN MEDIA INTERAKTIF BERBASIS SMART APPS CREATOR (SAC) PADA MATA PELAJARAN IPAS KELAS IV SD Tri Yowanda Sari; Ida Suryani; Jayanti
Pendas : Jurnal Ilmiah Pendidikan Dasar Vol. 9 No. 3 (2024): Volume 09 No. 03 September 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.v9i3.15846

Abstract

Based on the problem at SD Negeri 23 Palembang, there has been no use of interactive media based on Smart Apps Creator (SAC) and learning is still monotonous because it still uses media that is only pasted which results in less interesting learning so that students feel bored. This research aims to produce interactive media products based on Smart Apps Creator (SAC) in science subjects in grade IV elementary school that are valid and practical. The type of research used is Research and Development (R&D) using the ADDIE model. This development resulted in a product in the form of an application that can be installed through android. The results of the interactive media research based on Smart Apps Creator (SAC) there are 3 validation experts, a) media experts obtained a score of 94.6% with the description "Very Valid", b) material experts obtained a score of 94% with the description "Very Valid", c) linguists obtained a score of 91.6% with the description "Very Valid", and the total of the total validation by experts obtained a score of 93.4% with the description "Very Valid". And there are 2 stages of trial on students, at the small group trial stage there are 8 students and 17 students at the ui stage of the large group trial, a) the small group trial obtained a score of 89.75% with the description "Very Practical", b) the large group trial obtained a score of 96.35% with the description "Very Practical", and the total of the entire trial obtained a score of 93.05% with the description "Very Practical". So it can be concluded that Smart Apps Creator (SAC) Interactive Media in the Science and Technology Subject Class IV Elementary School is declared very valid and practical.   Keywords: development,  IPAS learning, smart apps creator
PENGARUH MEDIA DIGITAL QREATIF.ID TERHADAP HASIL BELAJAR MATEMATIKA KELAS IV SD NEGERI 76 PALEMBANG: Penelitian Kuantitatif Dhea Puspita Sari; Jayanti; Budi Irawan, David
Pendas : Jurnal Ilmiah Pendidikan Dasar Vol. 10 No. 02 (2025): Volume 10 No. 02 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.v10i02.25995

Abstract

Media digital adalah media yang digunakan sebagai alat untuk menerima dan menyampaikan informasi melalui platform digital, terkait dengan perangkat internet dan setara dengan penggunaan teknologi di dalamnya. Dalam penelitian ini lebih memfokuskan media digital qreatif.id yang mana media digital ini merupakan sebuah platform yang menyediakan macam-macam materi pembelajaran yang membuat proses pembelajaran menjadi lebih interaktif, berkualitas, dan mudah diakses dari berbagai perangkat digital. Tujuan penelitian ini untuk mengetahui ada tidaknya pengaruh yang signifikan terhadap hasil belajar siswa kelas IV SD Negeri 76 Palembang yang diajar dengan menggunakan media digital qreatif.id. Penelitian ini menggunakan metode eksperimen yaitu Quasi Eksperimen Design dengan jenis Nonequivalent Control Design. Tes terdiri dari 20 soal yang berbentuk pilihan ganda. Sampel dalam penelitian ini terdiri dari dua kelas yaitu kelas eksperimen merupakan kelas dengan pembelajarannya menggunakan media digital qreatif.id, dan kelas kontrol merupakan kelas dengan pembelajarannya tanpa menggunakan media digital qreatif.id. Teknik pengumpulan data yang digunakan dalam penelitian ini yaitu tes dan dokumentasi serta untuk analisis data dalam penelitian ini menggunakan uji normalitas, uji homogenitas, dan uji hipotesis. Berdasarkan hasil analisis data, dapat disimpulkan bahwa media digital qreatif.id berpengaruh signifikan terhadap hasil belajar matematika materi bangun datar segiempat pada kelas IV SD Negeri 76 Palembang. Pengaruhnya dapat dilihat dari hasil pengujian hipotesis yang peroleh thitung = 4.070 > ttabel = 2,008, maka Ho dinyatakan ditolak dan Ha diterima.
PENGEMBANGAN LKPD BERBANTUAN APLIKASI CANVA PELAJARAN MATEMATIKA MATERI BANGUN RUANG SISWA KELAS IV SD Anggraini, Monalika; Surmilasari, Nora; Jayanti
Pendas : Jurnal Ilmiah Pendidikan Dasar Vol. 10 No. 2 (2025): Volume 10 Nomor2, 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.v10i2.27422

Abstract

The problems in this study include three main things, namely: (1) how to develop a valid Canva application-assisted LKPD on mathematics subjects on spatial geometry material for grade IV elementary school students; (2) how to develop the LKPD so that it is practical to use in learning; and (3) what is the final result of the Canva application-assisted LKPD that has been developed. This study uses the type of development research (Research and Development/R&D), with the development procedure referring to the ADDIE model which consists of five stages, namely Analysis, Design, Development, Implementation, and Evaluation. Data collection techniques in this study were carried out through observation, questionnaires, tests, and documentation. The results of the study showed that the LKPD developed was declared very valid based on the validation results from experts in the fields of media, language, and materials, with a percentage of 94%. In terms of practicality, the results were 81% at the one-to-one trial stage and 85% at the small group trial stage, based on the questionnaire filled out by students. This shows that the LKPD is classified as very practical to use in learning. Meanwhile, from the aspect of effectiveness, a percentage of 95% was obtained, which is included in the very effective category. This data was obtained from the results of student work on questions, where 19 out of 20 students achieved the Learning Objective Achievement Criteria (KKTP) with a value range of 61 to 80. This finding shows that students are very enthusiastic in using teaching materials in the form of LKPD assisted by the Canva application in learning mathematics on spatial geometry material in grade IV of elementary school.  
PENGEMBANGAN MEDIA KARTU BILANGAN BERBASIS MATH GAMES DENGAN PENDEKATAN PMRI PADA MATERI PENJUMLAHAN BERSUSUN KELAS II SD Rino Wijayanti; Jayanti; Ida Suryani
Pendas : Jurnal Ilmiah Pendidikan Dasar Vol. 10 No. 02 (2025): Volume 10, Nomor 02 Juni 2025 publish
Publisher : Program Studi Pendidikan Guru Sekolah Dasar FKIP Universitas Pasundan

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.23969/jp.v10i02.27830

Abstract

  This study aims to develop valid and practical math games-based number card media with the PMRI approach on compound addition material for grade II of SD Negeri Ringin Agung. This study uses the R&D method found in the ADDIE development model consisting of Analysis, Design, Development, Implementation, and Evaluation. The instruments in this study used questionnaires and documentation. The questionnaire was presented to validators of material, media, language, teachers and students while the results of one to one were 4 students and small groups of 15 students of grade II of SD Negeri Ringin Agung. The results of validation by material experts on number card media based on math games obtained a score with a percentage of 94%, including the "very valid" criteria. The results of validation by media were obtained by a score with a percentage of 80% included in the "Very Valid" criteria. The results of validation by language were obtained by a score with a percentage of 83% included in the "Very Valid" criteria. The results of three validations of number card media based on math games obtained a score with an overall of 80%, included in the "Very Valid" criteria. While the results from the teacher were 90%, included in the "Very Eligible" criteria. The results of one to one were 88.12% and small group were 88.33% included in the "Very Eligible" criteria.  
PENGEMBANGAN MEDIA PEMBELAJARAN INTERAKTIF BERBASIS CANVA DENGAN PENDEKATAN PROBLEM BASED LEARNING PADA MATERI BANGUN RUANG KELAS V SD Abellia, Julika; Jayanti; Ida Suryani
Pendas : Jurnal Ilmiah Pendidikan Dasar Vol. 10 No. 03 (2025): Volume 10 No. 03 September 2025 Terbit
Publisher : Program Studi Pendidikan Guru Sekolah Dasar FKIP Universitas Pasundan

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.23969/jp.v10i03.27848

Abstract

This study aims to develop interactive learning media based on canva with a problembased learning approach on valid, practical and effective fifth grade elementary school spatial construction material. This study uses the R&D (Research and Development) method or development research, in this study the model used is ADDIE which consists of five stages, namely Analysis, Design, Development, Implementation, and Evaluation. The subjects in this study were fifth grade students of Elementary School 205 Palembang. Data collection techniques used were interviews, questionnaires and documentation. Data analysis techniques used were validity analysis, practicality analysis and effectiveness analysis. This validation analysis process was validated by three experts, namely media experts, material experts and language experts with an average of 83% categorized as valid. The practicality analysis process with the results of the teacher questionnaire and testing on students at the individual test stage (one to one) using 6 students, and the small group trial stage (small group) using 8 students, after being tested, an average score of 89% was categorized as very practical. The effectiveness analysis process with the results of the student quiz scores getting an average score of 87.31%. Thus it can be concluded that interactive learning media based on canva with a problem-based learning approach on the material of spatial figures of grade V SD is categorized as valid, practical and effective.
PENGARUH MODEL PEMBELAJARAN KOOPERATIF TIPE COOPERATIVE INTEGRATED READING AND COMPOSITION (CIRC) TERHADAP KEMAMPUAN PEMECAHAN MASALAH MATEMATIS SISWA DI SMP NEGERI 22 PALEMBANG Noviani Ariyandika; Rohana; Jayanti
Nabla Dewantara: Jurnal Pendidikan Matematika Vol. 2 No. 1 (2017)
Publisher : FKIP Universitas Tamansiswa Palembang

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

Abstract

Penelitian ini bertujuan untuk mengetahui pengaruh model pembelajaran kooperatif tipe CIRC (Cooperative Integrated Reading and Composition) terhadap kemampuan pemecahan masalah matematis siswa. Metode penelitian menggunakan metode Disain Kelompok Kontrol Hanya Postes. Penelitian ini dilaksanakan di SMP Negeri 22 Palembang Tahun Pelajaran 2015/2016. Subjek penelitian ini melibatkan 38 orang siswa kelas VIII.3 sebagai kelas eksperimen dan 36 orang siswa kelas VIII.6 sebagai kelas kontrol. Variabel dalam penelitian ini adalah kemampuan pemecahan masalah matematis siswa. Teknik pengumpulan data dalam penelitian ini menggunakan tes kemampuan pemecahan masalah matematis yang berbentuk uraian sebanyak 5 soal. Analisis data yang digunakan dengan uji-t, sebelum dilakukan uji-t terlebih dahulu dilakukan uji normalitas data dan homogenitas data. Hasil analisa data tes dengan menggunakan uji-t, dan hasilnya rata-rata kemampuan pemecahan masalah matematis siswa yang diajarkan dengan menggunakan model pembelajaran kooperatif tipe CIRC pada materi kubus dan balok lebih tinggi dibandingkan rata-rata kemampuan pemecahan masalah matematis siswa yang diajarkan dengan menggunakan model pembelajaran konvensional. Dengan demikian dapat disimpulkan bahwa ada pengaruh yang signifikan model pembelajaran kooperatif tipe CIRC terhadap kemampuan pemecahan masalah matematis siswa di SMP Negeri 22 Palembang.
MODEL PEMBELAJARAN GENERATIF (MPG) BERBANTUAN BLENDED LEARNINGPADA TRIGONOMETRI UNTUK MENINGKATKAN KEMAMPUAN PEMECAHAN MASALAH MATEMATIS MAHASISWA PGRI Jayanti
Nabla Dewantara: Jurnal Pendidikan Matematika Vol. 2 No. 2 (2017)
Publisher : FKIP Universitas Tamansiswa Palembang

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

Abstract

Penelitian ini bertujuan untuk mengkaji sejauhmana hasil pembelajaran generatif (MPG) berbantuan Blended Learning yang diterapkan di matakuliah trigonometri pada universitas PGRI Palembang, dan bagaimana peningkatan kemampuan pemecahan masalah matematis (KPMM) mahasiswa melalui model pembelajaran ini. ModelPembelajaran Generatif (MPG) memiliki empat tahap yaitu tahap persiapan, memfokuskan, tantangan dan aplikasi pada pembelajaran tatap muka dikuliah trigonometri, berbantuan blended learning yaitu dengan menggunakan internet secara online. Penelitian ini menggunakan metode kuasi-eksperimen dengan desain kelompok kontrol pretes dan postes nonekuivalen. Subyek penelitian ini adalah mahasiswa matematika pada Universitas PGRI Palembang. yaitu kelas eksperimen yang mendapatkan pembelajaran Generatif berbantuan blended learning (PGBBL) dan kelas kontrol yang mendapatkan pembelajaran konvensional (PK). Berdasarkan hasil analisis data dapat disimpulkan bahwa (1) kemampuan trigonometri dan kemampuan penalaran matematis mahasiswa semester dua pendidikan matematika universitas PGRI adalah cukup baik.(2). Disarankan kepada tenaga pengajar/Dosen untuk dapat mengujicobakan model pembelajaran ini pada kemampuan matematis lainnya.