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Studi Literatur: Peningkatan Kemampuan Berpikir Kritis Siswa Sekolah Dasar pada Pembelajaran IPS Melalui Komik Digital Hayati, Firda; Nur As'syifa, Rattu Anggun; Farhurohman, Oman
IBTIDA-Jurnal Kajian Pendidikan Dasar Vol 4 No 2 (2024)
Publisher : Program Studi Pendidikan Guru Madrasah Ibtidaiyyah (PGMI) IAINU Kebeumen

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.33507/ibtida.v4i2.2466

Abstract

Social Sciences (IPS) is identified as one of the other subjects taught from elementary to higher education. Revealing various events, facts, ideas and generalizations related to social problems. In the process of learning IPS in general, students only write material so that students do not use their critical thinking skills. The purpose of this study is to determine the effect of the use of digital comics on students' critical thinking skills in IPS learning. The method used in this study is a literature study, namely reviewing several sources such as the internet and Google Scholar that are in accordance with the topics used. Researchers analyzed journals or articles related to digital comics and critical skills totaling 4 articles. Where the article was published no more than the last 10 years. The results of the study showed that the use of digital comics can improve students' critical thinking skills and digital comics are very suitable for use to support education. In addition to being easy to carry, digital comics can also be used simultaneously or independently, and learning becomes more practical and effective. similar to research conducted by Novia Ramadhani, et al. entitled Development of Digital Comic Learning Media on Critical Thinking Skills of Fifth Grade Students in Thematic Learning that after conducting a validity test, it showed that there was an impact produced by the use of digital comics on the critical thinking skills of fifth grade students when learning about thematic topics.
Peran Tujuan Instruksional Khusus Dalam Mengarahkan Guru di SD Hayati, Firda; Fitri, Karunia Ramadhani; Nugraha, Enung
IBTIDA-Jurnal Kajian Pendidikan Dasar Vol 5 No 1 (2025)
Publisher : Program Studi Pendidikan Guru Madrasah Ibtidaiyyah (PGMI) IAINU Kebeumen

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.33507/ibtida.v5i1.2584

Abstract

Every teaching and learning activity must have a goal to be achieved. Specific instructional objectives are the results expected by the teacher for students during and after learning activities. In other words, these objectives include what students should have and demonstrate after learning. This study uses descriptive qualitative research methodology, and the data collection technique is literature study. The characteristics of instructional objectives include four important elements which are denoted as ABCD, which represent Audience, Behavior, Condition, and Degree and also Criteria which serve as a fundamental benchmark for assessing the quality of certain learning objectives. The specific instructional objectives are to set expectations for learning activities, determine the beginning of instructional provisions, create instructional strategies, produce test instruments for final learning outcomes, carry out improvements to teaching and learning activities, and also determine teaching media. One of the obstacles to having specific instructional goals in schools is that teachers have not applied values to all learning materials when they make lesson plans.
PENGGUNAAN APLIKASI QUIZIZZ TERHADAP HASIL BELAJAR SISWA SEKOLAH DASAR Hayati, Firda; Nur, Miladiah; Farhurohman, Oman
Dirasah: Jurnal Pemikiran dan Pendidikan Dasar Islam Vol 8 No 2 (2025): Dirasah: Jurnal Pemikiran dan Pendidikan Dasar Islam
Publisher : Sekolah Tinggi Agama Islam Binamadani

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.51476/dirasah.v8i2.763

Abstract

Penelitian ini bertujuan untuk mengkaji pengaruh penggunaan aplikasi Quizizz terhadap hasil belajar siswa sekolah dasar melalui pendekatan studi literatur. Quizizz merupakan platform pembelajaran berbasis gamifikasi yang memungkinkan pembelajaran berlangsung secara interaktif dan menyenangkan. Kajian ini dilakukan dengan menganalisis delapan artikel ilmiah yang relevan, terbit dalam kurun waktu empat tahun terakhir, dan membahas implementasi Quizizz dalam pembelajaran tingkat dasar. Peneliti menggunakan pendekatan studi literatur, mengumpulkan sumber dari buku-buku dan artikel ilmiah, yang berfungsi sebagai data untuk analisis dan penarikan kesimpulan. Dalam studi literatur, tidak ada lokasi penelitian yang ditentukan karena semua data bersumber dari literatur sebelumnya yang terkait dengan tema Artikel. Teknik pengumpulan data yang digunakan dalam penelitian ini adalah dokumentasi. Teknik analisis data yang digunakan meliputi reduksi data, penyajian data, dan penarikan kesimpulan. Hasil sintesis menunjukkan penggunaan Quizizz memiliki dampak positif pada peningkatan hasil belajar siswa, terutama dalam aspek kognitif seperti pemahaman konsep dan motivasi belajar. Secara teoritis, efektivitas Quizizz dijelaskan melalui pendekatan behavioristik, melalui penguatan positif dari skor dan umpan balik instan, serta konstruktivistik, yang menekankan keterlibatan aktif siswa dalam proses belajar. Temuan ini mengindikasikan bahwa Quizizz dapat dijadikan alternatif media pembelajaran inovatif yang mendukung pencapaian hasil belajar secara optimal. Implikasi praktis dari kajian ini mencakup perlunya pelatihan guru dalam menyusun soal berbasis digital serta dukungan infrastruktur teknologi di sekolah dasar.