Nana Sutarna
Universitas Muhammadiyah Kuningan

Published : 6 Documents Claim Missing Document
Claim Missing Document
Check
Articles

Found 6 Documents
Search

PENGARUH MODEL PROBLEM BASED LEARNING (PBL) TERHADAP KETERAMPILAN BERPIKIR KRITIS PESERTA DIDIK KELAS IV Najia Ramadiana; Nana Sutarna
Didaktik : Jurnal Ilmiah PGSD STKIP Subang Vol. 10 No. 3 (2024): Volume 10 No. 3 September 2024
Publisher : STKIP Subang

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.36989/didaktik.v10i3.3602

Abstract

P21 Century Skill menyebutkan kompetensi utama yang perlu dimiliki, yaitu: 1) keterampilan untuk berpikir kritis dan memecahkan masalah; 2) berkomunikasi dan bekerja sama; 3) kreativitas serta inovasi; 4) cakap digital. Berpikir kritis, bagian penting dari High Order Thinking Skills (HOTS), perlu diajarkan dari pendidikan dasar hingga menengah. Model pembelajaran yang tepat, seperti Pembelajaran berbasis Masalah atau Problem Based Learning (PBL), dapat meningkatkan keterampilan ini. Penelitian pada mata pelajaran IPAS dalam kurikulum merdeka menggunakan metode kuantitatif dengan desain quasi-eksperimen. Data dikumpulkan melalui tes pretest dan posttest , dengan populasi siswa kelas IV yang tersebar di kelas kontrol (28 siswa) dan kelas eksperimen (27 siswa). Teknik sampling yang digunakan adalah non-probability sampling dengan jenis sampel jenuh. Analisis data perhitungan yang digunakan adalah uji valid, reliabilitas, daya beda, kesukaran soal uji normalitas, homogen, Uji Normalized-Gain (N-gain) dan uji dugaan/hipotesis. Berdasarkan hasil uji t Independent sample t-test diperoleh sig.2 tailed sebesar 0,00 dengan kriteria < 0,05 maka terdapat pengaruh model PBL terhadap keterampilan berpikir kritis pada pembelajaran IPAS (Ha diterima) serta hasil uji N-Gain score (%) yaitu 56,1259 yang berarti model PBL cukup efektif untuk meningkatkan keterampilan berpikir kritis.
PENGARUH PENGGUNAAN METODE EXPERIENTIAL LEARNING DALAM MENINGKATKAN KETERAMPILAN BERPIKIR KRITIS PESERTA DIDIK KELAS V SDN GARATENGAH Endang Paramita; Nana Sutarna
Didaktik : Jurnal Ilmiah PGSD STKIP Subang Vol. 11 No. 03 (2025): Volume 11 No. 03 September 2025 In Build
Publisher : STKIP Subang

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.36989/didaktik.v11i03.7183

Abstract

ABSTRACT The learning process in the 21st century must provide students with 4C skills, including critical thinking skills. Contrary to the fact that students are still lacking in this ability. To achieve this goal, repeated activities are needed, and the application of the Experiential Learning method will support teachers in developing and triggering the improvement of critical thinking skills in students. This study applies a quantitative approach in a quasi-experimental design, with a population of fifth-grade students from SDN Garatengah and SDN 3 Jalaksana and uses a purposive sampling technique. The data analysis methods applied in this study include validity tests, reliability tests, discrimination power tests, question difficulty tests, normality tests, homogeneity tests, N-Gain tests, and hypothesis testing. The results of the independent sample t-test show a Sig. (2-tailed) value with the assumption of equal variance of 0.004. Therefore, it can be concluded that the Sig. value. (2-tailed) 0.004 < 0.05 indicates the effect of implementing the Experiential Learning method in improving the critical thinking skills of fifth-grade students in science learning in elementary schools. The N-Gain test result was 60.68421 or 60%, indicating that the Experiential Learning method had a significant effect in improving students' critical thinking skills.
PENGEMBANGAN MEDIA PEMBELAJARAN E-BOOKSTORY UNTUK MENANAMKAN KARAKTER CINTA DAMAI PADA MATA PELAJARAN PENDIDIKAN PANCASILA KELAS III SD NEGERI 1 CILAJA Intania Putri; Nana Sutarna
Didaktik : Jurnal Ilmiah PGSD STKIP Subang Vol. 11 No. 03 (2025): Volume 11 No. 03 September 2025 In Build
Publisher : STKIP Subang

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.36989/didaktik.v11i03.7205

Abstract

The character of peace-loving needs to be instilled through Pancasila Education. However, in today's digital era, there is a need for attractive technology-based learning media so that students are interested in participating in learning and can use the media anywhere. The facilities at SD Negeri 1 Cilaja are adequate, such as Chromebooks, projectors, speakers, and smart TVs, but their use in Pancasila Education is still limited. These technological facilities have not been optimally utilized to produce interactive and innovative learning media. In line with technological developments, E-bookstory can be used to enhance educators' creativity in producing engaging content. The objective of this study is to develop E-bookstory learning media and assess the feasibility and effectiveness of Pancasila Education learning media using E-bookstory on the topic of ethnic diversity. The research method used in this study is Research and Development (R&D). Data collection methods include observation sheets, interviews, expert validation, and student responses. Based on the feasibility test, the e-bookstory learning media for Pancasila Education, according to media experts, meets the feasible category with an average of 95%, and according to subject matter experts, it meets the highly feasible category with an average of 86%. Keywords: E-bookstory, Peaceful Love Character, Learning Media
PENGEMBANGAN MEDIA INTERAKTIF WORDWALL TERHADAP KETERAMPILAN BERPIKIR KRITIS SISWA PADA MATA PELAJARAN IPAS KELAS IV SDN BABAKANJATI: Penelitian Skripsi Rifa Tri Khairunnisa; Nana Sutarna
Didaktik : Jurnal Ilmiah PGSD STKIP Subang Vol. 11 No. 03 (2025): Volume 11 No. 03 September 2025 In Build
Publisher : STKIP Subang

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.36989/didaktik.v11i03.7242

Abstract

Development of Interactive Wordwall Media on Students' Critical Thinking Skills in Science Subject, Grade IV SDN Babakanjati. Elementary School Teacher Education Study Program (PGSD), 2025. The purpose of this study is to develop interactive wordwall media and also to determine the effectiveness of interactive wordwall media seen from whether there is an increase in students' critical thinking skills after using interactive wordwall media. This study was conducted in grade IV SDN Babakanjati with a sample of 20 students. The research method is Research and Development (R&D) with the Borg and Gall design which has been simplified by Prof. Dr. Nana Syaodih Sukmadinata (2010), the stages passed include: (1) Preliminary Study which includes literature study and field survey; (2) Media Development which includes needs analysis, media design and expert validation, limited trials conducted at SDN Karangmangu with a sample of 15 students, extensive trials conducted at SDN Karangsari with a sample of IV A 20 students and IV B 21 students; (3) Effectiveness Test which includes pretest, treatment, posttest, and final media. After implementation, there are results before and after implementation where the results show that the Pretest results have an average value of 54.1 and the Posttest results have an average value of 83.75. After being given treatment and shows that the Sig. value (2-tailed) = 0.000 <0.05. This means that there is an increase before and after using interactive wordwall media. And the effectiveness of the media is known based on the N Gain test which obtained a value of 66.57% in the fairly effective category.
Efektivitas Media Video Animasi Berbasis Pictory AI untuk Meningkatkan Pemahaman Konsep Kegiatan Ekonomi pada Siswa Sekolah Dasar Erika Maura Puspakinanti; Nana Sutarna
JGK (Jurnal Guru Kita) Vol. 10 No. 3: Juni 2026
Publisher : Universitas Negeri Medan

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.24114/jgk.v10.i3.74842

Abstract

Rendahnya variasi media digital menyebabkan siswa kelas IV SDN Sangkanurip kesulitan memahami konsep abstrak materi kegiatan ekonomi. Penelitian kuasi eksperimen dengan Nonequivalent Control Group Design pada tahun ajaran 2025/2026 di SDN Sangkanurip ini bertujuan mengevaluasi efektivitas video animasi berbasis Pictory AI dalam meningkatkan pemahaman konsep tersebut. Sampel total sampling melibatkan 37 siswa, terbagi atas kelas IV A (eksperimen, n=20) dan kelas IV B (kontrol, n=17). Data dikumpulkan melalui tes pemahaman konsep (pretest dan posttest), lalu dianalisis menggunakan statistik deskriptif, Independent Samples T-Test, dan N-Gain. Hasil menunjukkan nilai rata-rata kelas eksperimen melonjak signifikan dari 58,40 menjadi 84,30, mengungguli kelas kontrol yang hanya meningkat dari 57,59 menjadi 72,06. Uji t memperkuat adanya perbedaan nyata dengan nilai Sig. (2-tailed) 0,002 (< 0,05). Analisis N-Gain membuktikan media ini cukup efektif (66,47%), sedangkan metode konvensional tidak efektif (32,97%). Disimpulkan bahwa video animasi berbasis Pictory AI efektif meningkatkan pemahaman konsep siswa melalui keterlibatan aktif elemen audiovisual. Guru direkomendasikan mengintegrasikan media digital interaktif ini dengan tetap memberikan pendampingan kontekstual (scaffolding) guna mengoptimalkan pembelajaran.
Pengembangan Media Augmented Reality melalui Assemblr Edu Berbasis Problem Based Learning dalam Pembelajaran IPAS Sekolah Dasar Listia Amelia Salissatulmillah; Nana Sutarna
JGK (Jurnal Guru Kita) Vol. 10 No. 3: Juni 2026
Publisher : Universitas Negeri Medan

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.24114/jgk.v10.i3.74916

Abstract

Penelitian ini bertujuan mengembangkan media pembelajaran berbasis Augmented Reality (AR) menggunakan aplikasi Assemblr Edu pada materi Warisan Budaya serta menganalisis kelayakan dan efektivitasnya dalam meningkatkan hasil belajar siswa sekolah dasar. Metode yang digunakan adalah Research and Development (R&D) dengan model Borg dan Gall. Subjek penelitian terdiri dari siswa kelas V di SDN Kaduagung dan SDN Sindangagung. Teknik pengumpulan data meliputi observasi, wawancara, angket, serta tes hasil belajar. Hasil validasi menunjukkan media berada pada kategori sangat layak dengan persentase dari ahli media sebesar 92,3% dan ahli materi mencapai 98%, menghasilkan rata-rata keseluruhan 95%. Respons guru dan siswa juga menunjukkan kategori sangat baik. Hasil uji efektivitas menunjukkan adanya peningkatan hasil belajar yang signifikan, ditandai dengan kenaikan nilai rata-rata kelas dari 75,62 pada saat pretest menjadi 91,69 pada nilai posttest. Dengan demikian, media pembelajaran berbasis AR menggunakan Assemblr Edu dinyatakan sangat layak dan efektif untuk digunakan sebagai inovasi pembelajaran di sekolah dasar.