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Deskripsi Kendala Pembelajaran Daring Melalui Whatsapp pada Mata Pelajaran Matematika di Sekolah Dasar Rakhmah, Baeti; Sapti, Mujiyem; Pangestika, Rintis Rizkia
Jurnal Basicedu Vol. 5 No. 5 (2021)
Publisher : Universitas Pahlawan Tuanku Tambusai

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.31004/basicedu.v5i5.1449

Abstract

Penelitian ini bertujuan untuk mendeskripsikan kendala-kendala dalam pembelajaran daring melalui whatsapp pada mata pelajaran matematika kelas IV SD Negeri di Kecamatan Kutowinangun. Penelitian ini menggunakan metode penelitian survei. Teknik pengumpulan data menggunakan kuesioner (angket) terbuka dan dokumentasi. Data yang diperoleh dianalisis menggunakan analisis deskriptif dengan perhitungan persentase. Hasil penelitian menunjukkan bahwa dalam pembelajaran matematika secara daring dapat menjadi kendala bagi: (1) siswa, (2) orang tua, dan (3) guru. Kendala siswa meliputi kebutuhan kuota, motivasi belajar, dan pemahaman siswa terhadap materi matematika. Kendala orang tua meliputi pendampinganbelajar matematika daring, kesiapan pembelajaran matematika, dan keterbatasan pemahaman materi matematika. Kendala guru meliputi interaksi guru dan siswa kurang efektif, kurangnya kesiapan guru dalam mengajar, pemilihan kebutuhan materi ajar, dan kesulitan dalam penilaian afektif (sikap).
Analisis Gerakan Literasi Sekolah “Bisa Baca” terhadap Kemampuan Membaca Siswa Kelas Rendah Robikho, Alif; Pangestika, Rintis Rizkia; Ngazizah, Nur
Aulad: Journal on Early Childhood Vol. 7 No. 3 (2024): September-December 2024
Publisher : Perkumpulan Pengelola Jurnal PAUD Indonesia

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.31004/aulad.v7i3.789

Abstract

Membaca adalah keterampilan dasar yang harus dimiliki siswa karena sebagian besar transfer ilmu melalui membaca. Kemampuan membaca tingkat awal adalah membaca permulaan, siswa kelas rendah harus memilikinya untuk merambah pada tingkat berikutnya. Penelitian ini bertujuan untuk mengetahui implementasi gerakan literasi sekolah “Bisa Baca” di SDN 4 Bonjoklor dan dampaknya terhadap kemampuan membaca siswa kelas rendah. Penelitian dilakukan dengan menggunakan pendekatan kualitatif dengan desain penelitian studi kasus. Prosedur pengambilan data yang digunakan adalah wawancara, observasi, dan dokumentasi. Subjek penelitian adalah siswa kelas rendah SDN 4 Bonjoklor. Teknik analisis data yaitu melalui reduksi data, penyajian data, dan penarikan kesimpulan. Hasil penelitian menunjukan implementasi GLS “Bisa baca” yakni belajar membaca menggunakan kartu huruf dan mengasah kemampuan membaca melalui buku cerita bergambar. 3 dari 7 siswa yang tergabung dalam program ini mampu membaca cerita sederhana. GLS “Bisa Baca” dapat membangun kebiasaan dan melatih kemampuan membaca siswa kelas rendah dan memperkuat program literasi sekolah
Analisis Miskonsepsi IPA Materi Fotosintesis Ditinjau dari Perspektif Siswa Zulfa, Farah Naila; Ngazizah, Nur; Pangestika, Rintis Rizkia
Cetta: Jurnal Ilmu Pendidikan Vol 8 No 1 (2025)
Publisher : Jayapangus Press

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.37329/cetta.v8i1.3868

Abstract

The research was conducted to analyze the existence of science misconceptions in photosynthesis material through students' perspectives. Misconceptions in students are misunderstandings of concepts understood by students that can affect student understanding in learning. Photosynthesis material is complex material so that misconceptions often occur in students. The research was conducted on 20 grade VI elementary school students using a three tier diagnostic test to measure students' understanding of the material concept. This research is a qualitative research with a descriptive approach. Data collection techniques were carried out with tests, interviews, observations, and documentation. Data analysis techniques in this study are data reduction, data presentation, and conclusions. The results of the study based on the analysis of the three tier diagnostic test showed that 17.14% of students were in the category of understanding the concept, 44.29% of students experienced misconceptions with positive misconceptions of 7.14%, negative misconceptions of 12.86%, and pure misconceptions of 24.29%, other categories were guessing as many as 12.86% of students, and did not understand the concept as many as 25.71%. These results show that there are students who have identified misconceptions in photosynthesis material with moderate categories. The highest misconception occurred in the material coverage of the time of photosynthesis which was 90% with a high category and the lowest misconception occurred in the material coverage of the purpose of photosynthesis which was 10% with a low category. The results of data analysis based on student perspectives, misconceptions occur due to student preconceptions, teacher explanations, and other teaching materials. The conclusion based on the data obtained is that grade VI elementary school students experience misconceptions of photosynthesis science material.
PENGEMBANGAN MEDIA KOMIK BERMUATAN KEARIFAN LOKAL DAN KARAKTER PADA KELAS IV SUBTEMA 3 BANGGA TERHADAP DAERAH TEMPAT TINGGALKU DI SEKOLAH DASAR Sari, Prasita Puspita; Pangestika, Rintis Rizkia; Khaq, Muflikhul
ELSE (Elementary School Education Journal) : Jurnal Pendidikan dan Pembelajaran Sekolah Dasar Vol 7 No 1 (2023)
Publisher : UNIVERSITAS MUHAMMADIYAH SURABAYA

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.30651/else.v7i1.13834

Abstract

Penelitian ini bertujuan untuk mengembangkan dan menentukan kelayakan media komik yang bermuatan kearifan lokal dan karakter di kelas IV subtema 3 Bangga Terhadap Daerah Tempat Tinggalku di sekolah dasar dengan menggunakan metode RnD (penelitian and pengembangan) dengan model ADDIE (analisis, desain, pengembangan, implementasi, evaluasi). Subjek yang digunakan dalam penelitian ini adalah kelas IV SD Negeri Krandegan yang berjumlah 30 anak. Teknik pengumpulan data menggunakan metode wawancara, angket, observasi,  dan dokumentasi. Instrumen dalam penelitian ini yaitu lembar validasi ahli media dan materi serta angket respon didik. Analisis data menggunakan skala likert untuk menentukan kualitas produk media komik yang dikembangkan. Hasil kelayakan media komik dari ahli materi dan media dengan kategori “sangat baik”. Selanjutnya, kepraktisan diperoleh dari respon peserta didik pada tiga tahap uji coba yaitu dengan kategori “sangat baik”. Berdasarkan hasil analisis data ahli materi, ahli media dan respon peserta didik dapat disimpulkan media komik layak untuk pembelajaran.
Pengaruh Suit Game Perkalian Terhadap Kemampuan Numerasi Murid Kelas V SD Negeri Sokoharjo Atikhah, Laila Miftakhul; Pangestika, Rintis Rizkia; Ngazizah, Nur
PAKAR Pendidikan Vol 23 No 1 (2025): Published in January 2025
Publisher : Universitas Negeri Padang

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.24036/pakar.v23i1.642

Abstract

Multiplication is a basic operation in mathematics and plays an important role in elementary school math learning to study increasingly complex mathematical content at the next levels. This research is based on the lack of numeracy skills among fifth-grade students at SD Negeri Sokoharjo, particularly in multiplication calculations. The main objective of this research is to determine the effect of the numeracy skills of fifth-grade students at Sokoharjo Public Elementary School through the use of multiplication rock-paper-scissors games. This study adopts a one-group pretest-posttest quasi-experimental design to investigate the effect on the population of fifth-grade students at SD Negeri Sokoharjo. The data collection techniques used include tests. All fifth-grade students were made the sample for the research. Quantitative data analysis is conducted using descriptive and inferential statistics, including normality tests, homogeneity tests, and hypothesis tests to examine the significance of the research results. This research was conducted by administering a pre-test before carrying out the multiplication suit game activity and a post-test after carrying out the multiplication suit game activity. Analysis of pretest and posttest data shows a significant increase in the average scores of the students. The initial score of 37.00 increased to 58.00 by the end of the study, indicating a rise of 21 points. Additionally, calculations using SPSS show a substantial increase with a significance value (2-tailed) of 0.008 < 0.05, indicating a significant change in pretest and posttest scores before and after the test. It can be explained that the use of multiplication rock-paper-scissors games has proven to improve the numeracy skills of fifth-grade students at SD Negeri Sokoharjo.
The Effect of Literacy-Habituation on Improving the Results of Assessment Competency Minimum Literacy Class-V SDN Binangun Nafi'ah, Uun; Nurhidayati, Nurhidayati; Pangestika, Rintis Rizkia
Lectura : Jurnal Pendidikan Vol. 16 No. 1 (2025): Lectura: Jurnal Pendidikan
Publisher : Fakultas Keguruan dan Ilmu Pendidikan (FKIP), Universitas Lancang Kuning

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.31849/lectura.v16i1.25847

Abstract

Literacy is very important in all aspects of life, both in education, the workplace and in general society, and can be seen as a change that takes place slowly and gradually over a long period of time which is used as a basis for the development of Indonesian education. This research aims to determine the influence of literacy habits on the results of the Minimum Competency Assessment (AKM) literacy for class V students at SD Negeri Binangun in the 2023/2024 academic year with a research sample of 14 students. This research used a quantitative approach with a pre-experimental research design, namely One Group Pretest-Posttest Design. In data collection technique, data was collected by giving a pretest to measure students' initial literacy skills, followed by treatment in the form of literacy habits, and ending with a posttest to measure the increase in literacy skills. In analysis, the data was analyzed by measuring the level of significance between the pretest and posttest results to determine the influence of literacy habits on the AKM literacy results. The results of this research showed that literacy habits have a significant influence on the results of the Minimum Competency Assessment (AKM) for literacy of class V students, with a significance level (2-tailed) > 0.05, namely 0.179 > 0.05. In conclusion, literacy habits have a positive influence in improving the results of the Minimum Competency Assessment for literacy of class V students at SD Negeri Binangun.
PENGEMBANGAN ENSIKLOPEDIA BERMUATAN QUIZ GAME PADA MATERI KERAGAMAN DI INDONESIA KELAS IV SDIT DARUSSALAM Rahmadhania, Raihannisa Asri; Sapti, Mujiyem; Pangestika, Rintis Rizkia
Dharmas Education Journal (DE_Journal) Vol 5 No 1 (2024): DE_Journal
Publisher : Fakultas Keguruan dan Ilmu Pendidikan Univesitas Dharmas Indonesia

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.56667/dejournal.v5i1.1274

Abstract

This research aims to (1) Describe the steps in developing an encyclopedia. (2) Feasibility of an Encyclopedia Containing a Quiz Game on Diversity in Indonesia for Class IV SDIT Darussalam. The ADDIE research method has 5 stages, namely analysis, design, development, implementation, and evaluation. This research instrument uses teaching modules. The result of the research show that: (a) Validity is seen from the material expert’s response which received a percentage of 93,3% and the media expert’s response which received a percentage 0f 93,3% so that a very valid category was obtained. (b) Feasibility is seen from the educators’ responses which received a percentage of 95,8% in the very feasible category. (c) Practicality is obtained from student responses with the results of limited trials getting a percentage of 92,2%, extensive trials getting a percentage of 91,7% and learning implementation tests getting a percentage of 97% (observer 1) and 96,25% (observer 2) so it gets a very practical category. (d) Effectiviness is obtained from the test result of students who got a percentage of 89,2% so they got the very effective category.
Development of Calistung E-Book with Flora and Fauna Character in Indonesian and Mathematics Learning Grade I Muhammadiyah Purworejo Elementary School Sariyati, Feni; Ratnaningsih, Arum; Pangestika, Rintis Rizkia
Jurnal Pendidikan Amartha Vol 1, No 2 (2022): November 2022
Publisher : CV. Rayyan Dwi Bharata

Show Abstract | Download Original | Original Source | Check in Google Scholar | Full PDF (305.92 KB) | DOI: 10.57235/jpa.v1i2.87

Abstract

This research is a research and development (Research and Development) using the ADDIE development model, which consists of five stages: Analysis, Design, Development, Implementation, and Evaluation. The subjects in this study were grade 1 students of SD Muhammadiyah Purworejo in the 2021/2022 academic year. Data collection techniques in this study were interviews, questionnaires, tests, and documentation. The instruments used are interview sheets, validation sheets, student response questionnaires. The results of the research carried out: (1) Produce the Calistung E-Book using the ADDIE model, (2) The feasibility of the product is obtained from the validity of getting a value of 3.44. Then the practicality of the student's response with a value of 3.75. (3) the effectiveness of the product is seen based on the results of the pre-test and post-test with an effectiveness percentage of 71.4%. Based on this study, it can be concluded that the E-Book Calistung with Flora and Fauna Characters developed in this study is categorized as very feasible and effective to be used as a learning medium in elementary schools
Peningkatan Sikap Sosial Positif melalui Outing Class Permainan Tradisional Interaktif Yansaputra, Galih; Pangestika, Rintis Rizkia
Aksiologiya: Jurnal Pengabdian Kepada Masyarakat Vol 4 No 2 (2020): Agustus
Publisher : Universitas Muhammadiyah Surabaya

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.30651/aks.v4i2.3454

Abstract

ABSTRAK Tujuan dari pengabdian kepada masyarakat ini meliputi mengenalkan kebudayaan berupa permainan tradisional yang interaktif kepada siswa sekolah dasar yang dimana di era global ini banyak dari mereka yang belum tahu akan manfaat dari permainan ini, menumbuhkan sikap sosial yang positif antar teman, menciptakan pembelajaran yang menyenangkan, menambah wawasan kepada siswa tentang kebudayaan yang ada di sekitar, dan melestarikan kebudayaan. Target khusus yang ingin dicapai dari kegiatan pendampingan pengabdian kepada masyarakat yang meliputi memberikan pengetahuan baru tentang permainan tradisional dan melestarikan kebudayaan. Metode yang akan dipakai dalam mencapai tujuan kegiatan pendampingan pengabdian kepada masyarakat yaitu dengan memberikan berbagai macam outing class melalui permainan tradisional yang interaktif. Hasilnya menunjukkan bahwa melalui permainan tradisional interaktif ini, antar siswa sudah dapat menunjukkan sikap sosial yang positif, siswa merasa senang dalam pembelajaran, siswa menjadi tahu tentang kebudayaan Indonesia yang berupa permainan tradisional.Kata Kunci: permainan tradisional; sikap sosial; outing class Increasing Positive Social Attitudes through Traditional Interactive Game Outing Classes ABSTRACT The purpose of community service includes introducing culture in the form of interactive traditional games to elementary school students, where in this global era many of them do not know the benefits of the game, foster positive social attitudes among friends, create fun learning, add insight into students about the culture around them, and preserve culture. Specific targets to be achieved from community service assistance activities include providing new knowledge about traditional games and preserving culture. The method that will be used in achieving the objectives of community service assistance activities is by providing various outing classes through interactive traditional games. The results show that through this interactive traditional game, between students can already show positive social attitudes, students feel happy in learning, students come to know about Indonesian culture in the form of traditional games.Keywords: traditional game; social attitude; outing class
Implementation of the Jarimatika Method in Grade V Mathematics Learning at Binangun State Elementary School Pusporini, Ira Herawati Widyasari; Pangestika, Rintis Rizkia; Ngazizah, Nur Ngazizah
Jurnal Ilmu Pendidikan (JIP) STKIP Kusuma Negara Vol 16 No 2 (2025): Innovation and Development in Education in the Digital Era: Strategies, Technolo
Publisher : LPPM STKIP Kusuma Negara

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.37640/jip.v16i2.2176

Abstract

Mathematics is vital for technological and knowledge development but is often perceived as difficult and boring, reducing students' interest in learning.  The objectives of this research are 1) Describe the application of jarimatika method in mathematics learning in class V of Binangun State Elementary School; 2) Knowing the average increase in student numeracy test results. This research uses a quantitative descriptive method—data collected using several stages, namely interviews, observations, tests, and documentation. The data analysis used is data reduction, data collection, and conclusion. The results of this study show that the application of the jarimatika method is beneficial for students in doing math problems, especially in multiplication so that students do not need a long time to solve the problems given by the teacher. The jarimatika method also improves the ability to count quickly but it is also seen from the increase in pre-test to post-test scores. The average score of fast counting ability of grade V elementary school students in the pre-test was 30.5% and increased to 49.4% in the post-test. The Jarimatika method is highly recommended to help students count and break the atmosphere when boredom comes into the learning process.