Mustofiyah, Lilik
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PENGEMBANGAN KURIKULUM BERBASIS STEM UNTUK MENINGKATKAN KOMPETENSI SISWA DI ERA DIGITAL: TINJAUAN SYSTEMATIC LITERATURE REVIEW Mustofiyah, Lilik; Fitri Puji Rahmawati; Anik Ghufron
Pendas : Jurnal Ilmiah Pendidikan Dasar Vol. 9 No. 03 (2024): Volume 09, Nomor 03, September 2024 In Progres
Publisher : Program Studi Pendidikan Guru Sekolah Dasar FKIP Universitas Pasundan

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.23969/jp.v9i03.16679

Abstract

Through a systematic literature review, this study aimed to investigate STEM-based curriculum development strategies, identify key challenges in their implementation, and assess the impact of STEM-based curriculum implementation on students' capabilities in the digital era. We used a systematic literature review approach to identify, analyze, and synthesize findings from relevant studies. This research offers novelty by focusing on developing country contexts and using a comprehensive SLR approach. The results demonstrated several ways to implement STEM-based curriculum development strategies, including: 1) interdisciplinary integration. 2) project- and problem-based learning; 3) student-centered learning; 4) utilization of digital technology-based learning media; and 5) development of 21st-century competencies. The 21st century requires critical thinking, creativity, collaboration, and communication skills, all of which STEM education can enhance. However, there are various challenges in its implementation, especially in developing countries, including limited resources, infrastructure, and teacher training. This research pinpoints effective strategies to surmount these challenges, including enhancing teacher training, building infrastructure, and incorporating technology into the learning process. The research pinpoints strategies that effectively address these challenges, including enhancing teacher training, developing infrastructure, and incorporating technology into learning. The research is novel because it focuses on developing country contexts and uses a comprehensive SLR approach. The findings provide practical recommendations for educators and policymakers in implementing effective STEM curricula, as well as contributions to the academic literature in STEM education. Therefore, we anticipate that this research will contribute to the advancement of inclusive and high-quality education in the digital era.
Implementasi Kahoot dan Teams Games Tournament dalam Meningkatkan Motivasi dan Hasil Belajar Siswa terhadap Matematika Mustofiyah, Lilik; Markhamah, Markhamah; Fathoni, A.; Sutama, Sutama; Hidayati, Yulia Maftuhah
Ideguru: Jurnal Karya Ilmiah Guru Vol 10 No 2 (2025): Edisi Mei 2025
Publisher : Dinas Pendidikan, Pemuda dan Olahraga Daerah Istimewa Yogyakarta

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.51169/ideguru.v10i2.1330

Abstract

Tujuan penelitian ini untuk mengetahui implementasi Kahoot dan Teams Games Tournament dalam meningkatkan motivasi dan hasil belajar siswa di bidang studi matematika. Metode penelitian yang diterapkan adalah metode campuran dengan model konkuren. Subjek penelitian ini adalah 34 siswa kelas 6. Teknik pengumpulan data mencakup observasi, kuisioner, wawancara, dan tes. Motivasi belajar diukur dengan menerapkan kuisioner yang sebelumnya telah diuji validitas dan reliabilitasnya, dengan skala Likert (skor 1-5). Wawancara menggunakan 10 pertanyaan, sementara instrumen tes meliputi pretest dan posttest. Pengambilan sampel dilakukan dengan menggunakan metode purposive-sampling. Hasil penelitian menunjukkan bahwa penggunaan Kahoot dan TGT meningkatkan motivasi belajar siswa sebesar 86%. Selain itu, integrasi Kahoot dengan model pembelajaran kooperatif TGT meningkatkan hasil belajar matematika siswa kelas VI di MI Muhammadiyah Kota Madiun. Hasil pre-test menunjukkan ketuntasan 65,15%, sedangkan post-test mencapai 81,62%. Wawancara dan kuisioner mengindikasikan 100% siswa tertarik, aktif, serta memiliki respon emosional positif dan keinginan untuk mengulang pembelajaran dengan metode ini. Integrasi Kahoot dan TGT terbukti sebagai alat pembelajaran yang efektif dan menyenangkan.
Kahoot-Based Teams Games Tournament in Developing Students' Mathematical Critical Thinking Mustofiyah, Lilik; Sutama, Sutama; Hidayati, Yulia Maftuhah; Wulandari, Murfiah Dewi
Profesi Pendidikan Dasar Vol. 11, No. 2, August 2024
Publisher : Universitas Muhammadiyah Surakarta

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.23917/ppd.v11i2.7583

Abstract

Students’ low mathematical critical thinking skills, as shown by the 2022 PISA results and studies, suggest that traditional teaching methods may inadequately develop these abilities. This study examines the effectiveness of combining Kahoot technology with the Teams Games Tournament (TGT) cooperative model to enhance these skills. Using a quasi-experimental pretest-posttest design, fifth-grade students in Madiun City were divided into experimental and control groups. Data were analyzed via General Linear Models (GLM) and MANOVA. Results indicate a significant difference between groups (p=0.011), with the intervention explaining 17.4% of variance in improvement (Partial Eta Squared=0.174). This study provides novel evidence that a Kahoot-based TGT model effectively improves mathematical critical thinking in elementary students—an underexplored area in primary education.